{"title":"Spatial sound rendering for dynamic virtual environments","authors":"B. Cowan, B. Kapralos","doi":"10.1109/ICDSP.2013.6622815","DOIUrl":null,"url":null,"abstract":"We present the details of a virtual sound rendering engine (VSRE) that is being developed for virtual environments and serious games. The VSRE incorporates innovative graphics processing unit-based methods to allow for the approximation of acoustical occlusion/diffraction and reverberation effects at interactive rates. In addition, the VSRE includes a GPU-based method that performs the one-dimensional convolution allowing for the incorporation of head-related transfer functions also at interactive rates. The VSRE is being developed as a research tool for examining multi-modal (audio-visual) interactions through the simple manipulation of the acoustic environment and audio parameters (sound quality), that will, through a series of human-based experiments, allow for the testing of the effect of varying these parameters may have on immersion, engagement, and visual fidelity perception within a virtual environment. Finally, we also provide a running time comparison of several one-dimensional convolution implementations.","PeriodicalId":180360,"journal":{"name":"2013 18th International Conference on Digital Signal Processing (DSP)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 18th International Conference on Digital Signal Processing (DSP)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICDSP.2013.6622815","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
We present the details of a virtual sound rendering engine (VSRE) that is being developed for virtual environments and serious games. The VSRE incorporates innovative graphics processing unit-based methods to allow for the approximation of acoustical occlusion/diffraction and reverberation effects at interactive rates. In addition, the VSRE includes a GPU-based method that performs the one-dimensional convolution allowing for the incorporation of head-related transfer functions also at interactive rates. The VSRE is being developed as a research tool for examining multi-modal (audio-visual) interactions through the simple manipulation of the acoustic environment and audio parameters (sound quality), that will, through a series of human-based experiments, allow for the testing of the effect of varying these parameters may have on immersion, engagement, and visual fidelity perception within a virtual environment. Finally, we also provide a running time comparison of several one-dimensional convolution implementations.