Sound Wave Propagation Applied in Games

M. Zamith, E. Passos, Diego N. Brandão, A. Montenegro, E. Clua, M. Kischinhevsky, R. Leal-Toledo
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引用次数: 5

Abstract

Many games and other interactive virtual environments are known for their focus in rendering natural phenomena, such as accurate visuals and physics, in the most believable manner. Several advances in the aforementioned fields took place during the last decade but, unfortunately, this effort has not been reflected in libraries for spatial audio. These libraries traditionally do not accurately simulate sound wave propagation through the virtual environment, never taking into consideration the speed of sound, reflection and absorbency by scene geometry, phenomena whose simulation could be used to render many interesting effects in real time. In this paper, we propose the use of a sound wave propagation simulation based on the finite difference method, running on the GPU, that can be used to compute how a sound pulse spreads through a virtual environment. In the prototypes implemented, the simulation data is interactively used to determine the perceived direction of a sound source in a closed building, and rendering a mimic of a shock-wave in an open scene
声波传播在游戏中的应用
许多游戏和其他交互式虚拟环境都以专注于以最可信的方式呈现自然现象而闻名,例如精确的视觉效果和物理效果。在过去十年中,上述领域取得了一些进展,但不幸的是,这些努力并没有反映在空间音频库中。传统上,这些库不能准确地模拟声波在虚拟环境中的传播,从来没有考虑到声速、反射和场景几何的吸收,这些现象的模拟可以用来实时渲染许多有趣的效果。在本文中,我们提出使用基于有限差分方法的声波传播模拟,在GPU上运行,可用于计算声音脉冲如何在虚拟环境中传播。在实现的原型中,模拟数据被交互式地用于确定封闭建筑中声源的感知方向,并在开放场景中渲染冲击波的模拟
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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