An Architecture Using a Finite Difference Method to Calculate Realistic Sound Equalization in Games

Bruno Moreira, Diego N. Brandão, E. Clua, M. Kischinhevsky, C. L. Kuryla
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引用次数: 1

Abstract

Most games and other interactive virtual environments focus on rendering natural phenomena in the most believable manner by using accurate visuals and physics. However, not much effort has been put into accounting for the physics of sound. The simulation of the real behavior of sound through an environment, when considering the speed of sound, reflection, and absorption, is computationally expensive and is usually left aside. In this work, an algorithm that calculates sound wave propagation using a finite difference method is used and extended to present a novel approach to sound rendering. This approach reaches the objective more quickly, and the sound generated has no perceptible loss of accuracy. The approach is designed to be implemented in GPU architectures and eventually enable real-time results.
使用有限差分方法计算游戏中真实声音均衡的架构
大多数游戏和其他交互式虚拟环境都致力于通过使用精确的视觉效果和物理效果,以最可信的方式呈现自然现象。然而,在解释声音的物理特性方面并没有付出太多的努力。当考虑到声音的速度、反射和吸收时,通过环境模拟声音的真实行为在计算上是昂贵的,通常被搁置一边。在这项工作中,使用了一种使用有限差分方法计算声波传播的算法,并对其进行了扩展,提出了一种新的声音渲染方法。这种方法可以更快地达到目标,并且产生的声音没有明显的准确性损失。该方法旨在在GPU架构中实现,并最终实现实时结果。
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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