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Computation of room acoustics using programable video hardware

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Title: OSA03 Author: MARAS1 Last modified by: MJ Created Date: 3/30/2000 6:49:39 AM Document presentation format: Rzutnik Company: PJWSTK Other titles – PowerPoint PPT presentation

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Title: Computation of room acoustics using programable video hardware


1
Computation of room acoustics using programable
video hardware
  • Marcin Jedrzejewski Krzysztof Marasek

2
Presentation plan
  • Acoustics computational methods
  • Graphical Processing Unit ( GPU ) programming
    model
  • Used acoustic model
  • Used algorithms and data structures
  • Implementation on GPU
  • Results
  • Conclusions and further work
  • Demo movie

3
Room acoustics
  • - Image sources
  • Computationally ineffective
  • Geometrical methods
  • - Beam tracing
  • Not very scaleable
  • Ray tracing
  • Point sound source
  • Receiver aproximated by sphere
  • Each position change requires
  • recomputation

Echogram
4
Room representation
  • 3D geometry
  • Walls are made of polygons
  • Each wall contains information on its absorption
    coeficient
  • Scene contains also positions of sound source
  • and receiver

5
GPU programming model
  • Streaming processor - the same program is
    executed parallely but with different data on
    input. Each program produces output data.
  • Programs that are executed are also known as
    kernels or Pixel Shaders
  • HLSL as programming language, very similar to C
  • Input and output data is stored in a form of
    textures which are blocks of memory stored on
    video card

6
Program execution
  • Data (like rays) are loaded to input texture
  • Quad (rectangle composed of two triangles) is
    rendered, for each processed texel, pixel shader
    is executed
  • HLSL program can read from many different
    textures but can write up to 16 floating point
    values (using MRT)
  • Many passes of this algorithm

7
Acoustics model
  • One frequency band is used for
  • material absorption
  • High number of reflections (15 - 25)
  • No diffraction, refraction, diffusion
  • purely specular model

8
Space division algorithms used
  • Constructive Solid Geometry (CSG) to remove all
    illegal geometry
  • Binary Space Partitioning (BSP) to partition
    space into
  • convex subspaces
  • Portal calculation to find ways
  • between subspaces
  • Further subspaces division
  • required for efficient GPU
  • implementation

9
Execution flow
  1. CSG, BSP, Portals, ...
  2. Generation of rays on sphere surface, uploading
    textures to video card
  3. Propagation of rays through portals and
    reflecting them from walls
  4. Retrieving video memory with computed rays and
    building echogram
  5. Using echogram to generate spatial sound

10
Results
  • Almost 100 mln ray - triangle intersections
    checks per second
  • Computation of above 16000 rays with 10
    reflections in two room enviroment takes 30ms

Model Poly count Precomputation CPU GPU
Two rooms 24 1,4s 0,5s 0,016s
House 192 1,89s 0,37s 0,025s
Office 390 4,54s 0,82s 0,027s
Church 390 1,09s 0,82s 0,033s
11
(No Transcript)
12
Conclusions and further work
  • Real-time computation of echogram with the use of
    ray tracing algorithm
  • CPU can execute other code parallely when GPU is
    computing ray reflections
  • Making use of NVIDIA Geforce 6800 or ATI X800
    cards
  • Making use of PCI-Express architecture (even 16ms
    speed up possible)
  • Mapping cone or pyramid tracing algorithms for
    early reflections and using raytracing for late
    reverberation
  • Better optimizations with model 3 of PS and VS

13
Demo movie
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