A GPU-Based Method to Approximate Acoustical Reflectivity

B. Cowan, B. Kapralos
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引用次数: 8

Abstract

Abstract Here we present a GPU-based heuristic method for approximating the size and reflectivity of a room relative to a given sound source origin that can potentially provide interactive response for the appropriate selections of geometry and hardware. The method calculates the average distance to the nearest surfaces in the environment and an approximate measure of the fraction of sound energy that would be reflected from those surfaces. Both of these values are then used to drive the reverberation effects of an audio API. The method can potentially provide interactive response for the appropriate selections of geometry and hardware. Source code is available online at address provided at the end of this paper.
一种基于gpu的声反射率近似方法
在这里,我们提出了一种基于gpu的启发式方法,用于近似房间相对于给定声源的大小和反射率,该方法可以为适当选择几何形状和硬件提供潜在的交互式响应。该方法计算出到环境中最近表面的平均距离,以及从这些表面反射的声能比例的近似度量。这两个值都用来驱动音频API的混响效果。该方法可以潜在地为几何形状和硬件的适当选择提供交互式响应。源代码可在本文末尾提供的地址在线获得。
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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