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Interactive Sound Rendering

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... of incident pressure, distance attenuation, and a diffraction coefficient ... Attenuate path with UTD coefficient and add to IR. Convolve audio with IR ... – PowerPoint PPT presentation

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Title: Interactive Sound Rendering


1
Interactive Sound Rendering
  • Session5 Simulating Diffraction
  • Paul Calamia
  • pcalamia_at_cs.princeton.edu

P. Calamia, M. Lin, D. Manocha, L. Savioja, N.
Tsingos
2
Overview
  • Motivation Why Diffraction?
  • Simulation Methods
  • Frequency Domain Uniform Theory of Diffraction
    (UTD)
  • Time Domain Biot-Tolstoy-Medwin Formulation
    (BTM)
  • Acceleration Techniques
  • UTD Frequency Interpolation
  • BTM Edge Subdivision
  • Both Path Culling
  • Implementation Example UTD with Frustum Tracing
  • Additional Resources

3
Motivation
  • Wavelengths of audible sounds can be comparable
    to (or larger than) object dimensions so
    diffraction is an important acoustic propagation
    phenomenon
  • Unlike wave-based simulation techniques,
    geometrical-acoustics (GA) techniques omit
    diffraction
  • Incorrect reflection behavior from small surfaces
  • No propagation around occluders / into shadow
    zones
  • Sound-field discontinuities at reflection and
    shadow boundaries

4
Continuity of Sound Fields with Diffraction
  • Example reflection from a faceted arch with and
    without diffraction
  • Even with low-resolution geometry, GA
    diffraction yields a continuous sound field

Images courtesy of Peter Svensson, NTNU
5
Propagation into Shadow Zones
  • Example propagation at a street crossing
  • Diffraction from the corner allows propagation
    into areas without line of sight to the source

Images courtesy of Peter Svensson, NTNU
6
Propagation into Shadow Zones
  • Example propagation at a street crossing
  • Diffraction from the corner allows propagation
    into areas without line of sight to the source
  • Note the continuous wavefronts too

Images courtesy of Peter Svensson, NTNU
7
Common Diffraction Methods
  • Uniform Theory of Diffraction (UTD)
  • Keller 62, Kouyoumjian and Pathak 74
  • Typically used in the frequency domain although a
    time-domain formulation exists
  • Assumptions
  • Ideal wedge surfaces (perfectly rigid or soft)
  • High frequency
  • Infinitely long edges
  • Far-field source and receiver
  • For acoustic simulations see Tsingos et al. 01,
    Antonacci et al. 04, Taylor et al. 09

8
Uniform Theory of Diffraction
  • UTD gives the diffracted pressure as a function
    of incident pressure, distance attenuation, and a
    diffraction coefficient
  • Angle of diffraction angle of incidence (?d
    ?i)
  • Ray-like paths on a cone of diffraction

Images from Tsingos et al., 01
9
Uniform Theory of Diffraction (UTD)
10
Common Diffraction Methods
  • Biot-Tolstoy-Medwin (BTM)
  • Biot and Tolstoy 52, Medwin 81,
    Svensson et al. 99
  • Typically used in the time domain although a
    frequency-domain formulation exists
  • Assumptions
  • Ideal wedge surfaces (perfectly rigid or soft)
  • Point-source insonification
  • For acoustic simulations see Torres et al. 01,
    Lokki et al. 02, Calamia et al. 07 and 08

11
Biot-Tolstoy-Medwin Diffration (BTM)
  • Wedge
  • ?W exterior wedge angle
  • ? p/?W is the wedge index
  • Source and Receiver Edge-Aligned Cylindrical
    Coordinates (r,?, z)
  • r radial distance from the edge
  • ? angle measured from a face
  • z distance along the edge
  • Other
  • m dist. from source to edge point
  • l dist. from receiver to edge point
  • A apex point, point of shortest path from S to
    R through the line containing the edge

12
Biot-Tolstoy-Medwin Diffration (BTM)
13
Numerical Challenge
Zone-Boundary Singularity
  • Four terms in UTD and BTM
  • When ?W gt p, two shadow boundaries and two
    reflection boundaries
  • When ?W p, only reflection boundaries but
    inter-reflections (order 2, 3, ) are possible
  • Each diffraction term is associated with a zone
    boundary
  • Geometrical-acoustics sound field is
    discontinuous
  • Diffracted field has a complimentary
    discontinuity to compensate

At the boundaries
BTM
UTD
14
Numerical Challenge
Zone-Boundary Singularity
Reflection Boundary
Shadow Boundary
Source Position
15
Numerical Challenge
Zone-Boundary Singularity
Normalized Amplitude
Reflection Boundary
Shadow Boundary
Source Position
16
Numerical Challenge
Zone-Boundary Singularity
  • Approximations exist to allow for numerically
    robust implementations
  • BTM (Svensson and Calamia, Acustica 06) Serial
    expansion around the apex point
  • UTD (Kouyoumjian and Pathak 74) Approximation
    valid in the neighborhood of the zone
    boundaries

17
Acceleration Techniques
  • Reduce computation for each diffraction component
  • UTD Frequency Interpolation
  • BTM Edge Subdivision
  • Reduce the number of diffraction components
    through path culling
  • Shadow Zone
  • Zone-Boundary Proximity

18
Frequency Interpolation
  • Magnitude of diffraction transfer function
    typically is smooth
  • Phase typically is linear
  • Compute UTD coefficients at a limited number of
    frequencies (e.g. octave-band center frequencies
    63, 125, 250, , 8k, 16k Hz) and interpolate

19
Edge Subdivision for Discrete-Time IRs
  • Sample-aligned edge segments one for each IR
    sample
  • Pros
  • Accurate
  • Good with approx for sample n0
  • Cons
  • Slow to compute
  • Must be recalculated when S or R moves

20
Edge Subdivision for Discrete-Time IRs
  • Even edge segments
  • Pros
  • Trivial to compute
  • Independent of S and R positions
  • Cons
  • No explicit boundaries for n0 ? harder to handle
    singularity
  • Requires a scheme for multi-sample distribution

6.1
1.5
4.9
3.3
0.8
4.9
1.5
3.3
6.1
21
Edge Subdivision for Discrete-Time IRs
  • Hybrid Subdivision
  • Use a small number of sample-aligned segments
    around the apex point
  • High accuracy for the impulsive (high energy)
    onset
  • Easy to use with approximations for h(n0)
  • Use even segments for the rest of the edge
  • Can be precomputed
  • Limited recalculation for moving source or
    receiver

6.1
4.9
3.0
4.9
3.0
6.1
n2
n1
n1
n0
n2
22
Hybrid Edge Subdivision Example
  • 35 1.2 m x 1.2 m rigid panels
  • Interpanel spacing 0.5 m
  • 5 m above 2 source and 2 receiver positions
  • Evaluate
  • The number of sample-aligned segments 1 10
  • The size of the even segments maximum sample
    span of 40, 100, and 300
  • The numerical integration technique
  • 1-Point (midpoint)
  • 3-Point (Simpsons Rule)
  • 5-Point (Compound Simpsons Rule with Romberg
    Extrapolation)

23
Hybrid Edge Subdivision
S/R Zone Zone Segment Segment Norm. Max.
Pair Size Integ. Size Integ. Proc. Error
(samples) (samples) Time (dB)
1 4 1-point 100 1-point .0214 .97
1 all 5-point N/A N/A 1.0000 0
24
Path Culling
Significant Growth in Paths Due to Diffraction
25
Path Culling
  • Option 1 For each wedge, compute diffraction
    only for paths in the shadow zone
  • Intuition Sound field in the illuminated area
    around a wedge will be dominated by direct
    propagation and/or reflections, shadow zone will
    receive limited energy without diffraction
  • Pro Allows propagation around obstacles
  • Con Ignores GA discontinuity at reflection
    boundary
  • Implementations described in Tsingos et al. 01,
    Antonacci et al. 04, Taylor et al. 09

26
Path Culling
  • Option 2 Compute diffraction only when amplitude
    is significant
  • Intuition numerically/perceptually significant
    diffracted paths are those with highest amplitude
    and/or energy, typically those with the receiver
    close to a zone boundary
  • Pro Eliminates large discontinuities in the
    simulated sound field
  • Con Does not allow for propagation deep into
    shadow zones
  • Implementation described in Calamia et al. 08

27
Path Culling
  • Significant variation in diffraction strength
    (220 dB in this example)
  • Predict relative size based on proximity to a
    zone boundary and apex-point status

Reflection Boundary
Shadow Boundary
Source Position
28
Path Culling Results
  • Numerical and subjective evaluation in a simple
    concert-hall model

ABX tests comparing full IRs with culled IRs, 17
subjects
An angular threshold of 24 culls 92 of the
diffracted components
29
Simulation Example Frustum Tracing
  • Goals
  • Find propagation paths around edges
  • Render at interactive rates
  • Allow dynamic sources, receivers, and geometry
  • Method
  • Frustum tracing with dynamic BVH acceleration
  • Diffraction only in the shadow region
  • Diffraction paths computed with UTD

30
Step 1 Identify Edge Types (Preprocess)
  • Mark possible diffracting edges
  • Exterior edges
  • Disconnected edges

31
Step 2 Propagate Frusta
  • Propagate frusta from source through scene

32
Step 2 Propagate Frusta
  • Propagate frusta from source through scene
  • When diffracting edges are encountered, make
    diffraction frustum

33
Step 3 Auralization
  • If receiver is inside frustum
  • Calculate path back to source
  • Attenuate path with UTD coefficient and add to IR
  • Convolve audio with IR
  • Output final audio sample

34
System Demo
35
Future Work
  • Direct comparison of UTD and BTM
  • Numerical accuracy
  • Computation time
  • Subjective Tests
  • Limited subjective tests of auralization with
    diffraction
  • Static scenes
  • Torres et al. JASA 01
  • Calamia et al. Acustica 08
  • Dynamic scenes
  • None

36
Additional Resources
  • F. Antonacci, M. Foco, A. Sarti, and S. Tubaro,
    Fast modeling of acoustic reflections and
    diffraction in complex environments using
    visibility diagrams. In Proc. 12th European
    Signal Processing Conference (EUSIPCO 04), pp.
    1773 - 1776, 2004.
  • P. Calamia, B. Markham, and U. P. Svensson,
    Diffraction culling for virtual-acoustic
    simulations, Acta Acustica united with Acustica,
    Special Issue on Virtual Acoustics, 94(6), pp.
    907 - 920, 2008.
  • P. Calamia and U. P. Svensson, Fast time-domain
    edge-diffraction calculations for interactive
    acoustic simulations, EURASIP Journal on
    Advances in Signal Processing, Special Issue on
    Spatial Sound and Virtual Acoustics, Article ID
    63560, 2007.
  • A. Chandak, C. Lauterbach, M. Taylor, Z. Ren, and
    D. Manocha, ADFrustum Adaptive frustum tracing
    for interactive sound propagation, IEEE Trans.
    on Visualization and Computer Graphics, 14, pp.
    1707 - 1722, 2008.
  • R. Kouyoumjian and P. Pathak, A uniform
    geometrical theory of diffraction for an edge in
    a perfectly conducting surface. In Proc. IEEE,
    vol. 62, pp. 1448 - 1461, 1974.

37
Additional Resources
  • T. Lokki, U. P. Svensson, and L. Savioja, An
    efficient auralization of edge diffraction, In
    Proc. Aud. Engr. Soc. 21st Intl. Conf. on
    Architectural Acoustics and Sound Reinforcement,
    pp. 166 - 172, 2002.
  • D. Schröder and A. Pohl, Real-time hybrid
    simulation method including edge diffraction, In
    Proc. EAA Symposium on Auralization, Otaniemi,
    2009.
  • U. P. Svensson, R. I. Fred, and J. Vanderkooy,
    An analytic secondary-source model of edge
    diffraction impulse responses, J. Acoust.
    Soc. Am., 106(5), pp. 2331 - 2344, 1999.
  • U. P. Svensson and P. Calamia, Edge-diffraction
    impulse responses near specular-zone and
    shadow-zone boundaries, Acta Acustica united
    with Acustica, 92(4), pp. 501 - 512, 2006.
  • M. Taylor, A. Chandak, Z. Ren, C. Lauterbach, and
    D. Manocha, Fast edge-diffraction for sound
    propagation in complex virtual environments, In
    Proc. EAA Symposium on Auralization, Otaniemi,
    2009.

38
Additional Resources
  • R. Torres, U. P. Svensson, and M. Kleiner,
    Computation of edge diffraction for more
    accurate room acoustics auralization, J. Acoust.
    Soc. Am., 109(2), pp. 600 - 610, 2001.
  • N. Tsingos, T. Funkhouser, A. Ngan, and I.
    Carlbom, Modeling acoustics in virtual
    environments using the Uniform Theory of
    Diffraction, In Proc. ACM Computer Graphics
    (SIGGRAPH 01), pp. 545 - 552, 2001.
  • N. Tsingos, I. Carlbom, G. Elko, T. Funkhouser,
    and R. Kubli, Validation of acoustical
    simulations in the Bell Labs box, IEEE Computer
    Graphics and Applications, 22(4), pp. 28 - 37,
    2002.
  • N. Tsingos and J.-D. Gascuel, Soundtracks for
    computer animation Sound rendering in dynamic
    environments with occlusions, In Proc. Graphics
    Interface97, Kelowna, BC, 1997.
  • N. Tsingos and J.-D. Gascuel, Fast rendering of
    sound occlusion and diffraction effects for
    virtual acoustic environments, In Proc. 104th
    Aud. Engr. Soc. Conv., 1998. Preprint no. 4699.
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