Title: Audio, Modeling and Simulation
1Audio, Modeling and Simulation
- Zack Settel
- SAT / University of Montreal
2Concepts
- Immersion ??
- Content Immersion vs. Display Immersion
3ImmersiveContent
4immersive content
5Immersive Display
6Immersive Content Generation
- Perspective rendering from a particular point of
view in the virtual scene - like sculpture
7Simulation of Objects in 3D space
- Graphical Systems that model
- Behavior of light and interaction with surfaces
8Simulation of Objects in 3D space
- Graphical Systems that model
- Behavior of (dynamical systems ) moving bodies in
gravitational fields (mass/spring coupling),
kinematics.
9Simulation of Objects in 3D space
- Audio Systems that model
- Behavior of sound (acoustic ) and interaction
among audio sources and sinks
10Sound bussed in 3D volume
11- Modeling behavior of (dynamical systems ) moving
bodies in gravitational fields (mass/spring
coupling) which produce sound, physical
modeling
12Content Diffusion
- The way that generated content is immersively
displayed
13Graphical Display Systems for
- User-independent rendering
- usually for only one user (content is rendered
for only one user)
14Graphical Display Systems for
- User-independent rendering
- VR-style head-mounted display
15Cave Style Display
16Desk-top Style Display
17Graphical Display Systems for
- Group rendering
- The display is shared by a number of users, and
content is rendered for an ideal user sitting
directly in front of the display.
IMAX theatre display
18Conventional Cinema Display
19Audio Display Systems for
- User-independent rendering
20Group rendering
Surround Sound System
21History
22Display Immersion
Both Audio and Graphics have had various
innovations over the years
Graphics
Panavision and Stereoscopic cinema (1950s)
IMAX (1967-present) Hi-resolution,
hemispheric,3D, projection
23Display Immersion
Audio
3D-sound (1930s)
24Display Immersion
Audio
Ambisonics, THX (1980s) Dolby Pro Logic,
muti-channel (1988) Surround AC3 and DTS, DVD
etc. (1990s)
25Content Immersion
3D Graphics for Cinema and Video Gaming
Sophisticated environments (hardware and
software) for rendering of elaborate graphics
simulations
OpenGL Industry Standard (by SGI
1992) Industry Standardized Hardware Rendering
(1990s) Note first major feature film with
all-simulated graphics Toy Story, Pixar Films,
1995
26(Not to be confused with SURROUND SOUND)
Libraries and Programming Interfaces for
interactive virtual audio environments for
gaming.DirectX (mid-1990s)OpenAL(2002)MPEG-
4(2002)These systems are not really geared
towards interaction with music and sound
limited flexibility, poor modeling.Based on
short-cutsNO HARDWARE RENDERING!!
Content Immersion for 3D Audio
27Prototype for Immersive Content Rendering
AudioTwist
3D spatial audio rendering, based on acoustic
modeling (e.g. Doppler, distance, refraction,
reflection, air absorption, reverberation
etc Provides for arbitrary complex audio
scenes, with high degree of specificity for each
connection in the audio scene.
28Concepts and Artistic Implications
Virtual Camera / Virtual Microphone Subjective
Observer (rendered from one point of
view) Narration of the Microphone
(camera) Instrumental use of Spaces Physical
Mixing- Throwing back to classical recording
techniques, and pre-multi-channel recording
techniques (40s, 50s and early-mid 60s).
29Active Listening
EXAMPLES
30Virtual Performance Space
31Example artwork Menagerie Imaginaire
32What Next?
33The importance of Hardware Rendering (Industry
Support) for Immersive Audio Content Adoption of
a Standard (e.g mpeg-4) for 3D audio scene
content and interaction
34FIN