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Sound Software

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Audio Ray Tracing. Most computation spent on processing HRTFs ... paths. Question 3. Can audio ray tracing be used in an interactive enviroment? Yes ... – PowerPoint PPT presentation

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Title: Sound Software


1
Sound Software
  • LT Mark Scorgie, USN

2
Topics
  • Overview
  • Difficulties
  • Some solutions
  • Questions

3
Overview
  • Audio can increase realism
  • Good audio increases perception of quality of
    video
  • Audio is omnidirectional
  • Audio important part of communication and
    environment perception

4
Difficulties
  • Face similar difficulties as with visual
    rendering
  • Sound modeling
  • Sound synchronization
  • Sound rendering
  • Must be able to localize sound for realism

5
Some Solutions
  • HRTFs
  • Timbre Trees
  • Beam Tracing
  • Audio Ray Tracing

6
HRTF
  • Head Related Transfer Functions (HRTF)
  • Mathematical functions based on how you hear
  • Measurements taken inside the ear canal
  • Allows 3D sound for either headphones or
    speakers
  • Modeling the listeners ears

7
HRTF
8
HRTF
  • Ability to localize based on individual
  • Can use non-individualized HRTFs
  • Listen using someone else's ears
  • Localization only if ears belong to a good
    localizer
  • Can have errors
  • Sounds directly behind/in front of listener

9
Timbre Trees
  • Integrated system for modeling, synchronizing,
    and rendering sounds
  • Works best with sounds that are parameterizable
  • Difficult process for arbitrary sounds
  • Primary consideration rendering sounds to keep
    up with frame rate

10
Timbre Trees
  • Functional representation of sound
  • Mapping of parameters
  • Tree nodes contain
  • Operators
  • Representations of sounds
  • Parameters
  • Can be seen as an abstraction of a class of
    sounds

11

Examples of Timbre trees
12
Parameter Mappingexample
( loudness (combine ( (sine ( (rvector
200 20 10000) t)) (damp ( (rvector 200 20
10000) ( damping t))))))
13
Timbre Trees
  • Rendering
  • Trace sound within environment
  • Process sound for effects (HRTF)
  • Evaluate resulting trees

14
Rendering example
15
Beam Tracing
  • Attempt to overcome computing reverberation
    paths
  • Hinders real-time rendering

16
Beam Tracing
  • S sound source
  • Sa virtual sound source reflected around
    polygon a
  • Ra reflected beam for which Sa is valid

17
Beam Tracing Method
  • Four phases
  • Spatial subdivision
  • Beam tracing
  • Path generation
  • Auralization

18
Spatial Subdivision
d
k
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k
a
a
e
e
b
b
j
l
j
l
f
f
c
g
c
g
m
n
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q
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h
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Finished product cell adjacency graph
19
Beam Tracing
20
Beam Tree
21
Path Generation
  • Use tree for interactive navigation through VE
  • First, cell with R is found using log-time search
    of BSP
  • Check each tree node for cell with R
  • If yes, viable path. If not, disregard

22
Path Generation
23
Auralization
  • Last step
  • Once reverberation paths known, impulse response
    is generated
  • Add one pulse for each distinct path
  • Delay given by L/C
  • Amplitude given by A/L

24
Audio Ray Tracing
  • Approach to enhance 3D audio
  • Processed offline through HRTFs
  • Can be scaled for interactive environments
  • Distribution of sound in air similar to light,
    but some major differences
  • Sound has longer wavelength
  • Can be received behind objects
  • Speed is main difference for computation

25
Basic Approach
  • Inputs
  • Sound file
  • 3D virtual room with 3D objects
  • Set of HRTFs
  • Location/direction of sound source
  • Location/direction of listener

26
Ray Tracing Flow Chart
27
Audio Ray Tracing
  • Recursive function
  • Spawns rays until either
  • Hits listener
  • Max recursion depth reached
  • For all rays that hit listener
  • Load closest HRTF filter
  • Combine with input sound file WRT length of path

28
Audio Ray Tracing
  • Algorithm is scalable
  • Important scalable parameters
  • Number of emitted rays
  • Number of HRTFs at receiver
  • Length of HRTFs
  • Sample frequency of sound
  • Recursion depth

29
Audio Ray Tracing
  • Most computation spent on processing HRTFs
  • Unfortunately, an HRTF is associated with a
    single path
  • However, allows for easy distribution over
    different machines for parallel processing

30
Interactive Audio RayTracing
  • Define grid
  • Compute pool of n 3D audio files for each
    intersection
  • n 360/a, a increment of rotation angle
  • When user moves through space, pool with closest
    grid position is selected
  • From that pool, file with direction listener is
    moving to is played

31
Interactive Audio RayTracing
32
(No Transcript)
33
Bibliography
  • Huopaniemi, J., Karjalainen, M.
  • HRTF Filter Design Based on Auditory Criteria
  • Hahn, J., Fouad, H., Gritz, L., Lee, J. W.
  • Integrating Sounds and Motions in Virtual
    Environments
  • Funkhouser, T., Carlbom, I., Elko, G., Pingali,
    G., Sondhi, M., West, J.
  • A Beam Tracing Approach to Acoustic Modeling for
    Interactive Virtual Environments
  • Mueller, W., Ullmann, F.
  • A Scalable System for 3D Audio Ray Tracing

34
Question 1
  • Name two of the three difficulties associated
    with adding sound to virtual environments.
  • Sound modeling, synchronization, and
  • rendering

35
Question 2
  • What is the purpose for audio beam tracing?
  • It is an attempt to overcome the difficulties
  • associated with computing reverberation
  • paths

36
Question 3
  • Can audio ray tracing be used in an interactive
    enviroment?
  • Yes
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