Level-of-Detail Modal Analysis for Real-time Sound Synthesis

Dominik Rausch, B. Hentschel, T. Kuhlen
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引用次数: 1

Abstract

Modal sound synthesis is a promising approach for real-time physically-based sound synthesis. A modal analysis is used to compute characteristic vibration modes from the geometry and material properties of scene objects. These modes allow an efficient sound synthesis at run-time, but the analysis is computationally expensive and thus typically computed in a pre-processing step. In interactive applications, however, objects may be created or modified at run-time. Unless the new shapes are known upfront, the modal data cannot be pre-computed and thus a modal analysis has to be performed at run-time. In this paper, we present a system to compute modal sound data at run-time for interactive applications. We evaluate the computational requirements of the modal analysis to determine the computation time for objects of different complexity. Based on these limits, we propose using different levels-of-detail for the modal analysis, using different geometric approximations that trade speed for accuracy, and evaluate the errors introduced by lower-resolution results. Additionally, we present an asynchronous architecture to distribute and prioritize modal analysis computations.
实时声音合成的细节级模态分析
模态声音合成是一种很有前途的基于物理的实时声音合成方法。利用模态分析方法,从场景物体的几何形状和材料特性出发,计算其特征振动模态。这些模式允许在运行时进行有效的声音合成,但分析的计算成本很高,因此通常在预处理步骤中进行计算。然而,在交互式应用程序中,可以在运行时创建或修改对象。除非预先知道新的形状,否则不能预先计算模态数据,因此必须在运行时执行模态分析。在本文中,我们提出了一个在运行时计算模态声音数据的系统,用于交互式应用。我们评估了模态分析的计算需求,以确定不同复杂度对象的计算时间。基于这些限制,我们建议使用不同的细节级别进行模态分析,使用不同的几何近似,以速度换取精度,并评估低分辨率结果带来的误差。此外,我们提出了一个异步架构来分配和优先考虑模态分析计算。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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