A Liquid Sound Retrieval using History of Velocities in Physically-based Simulation

Hyuga Saito, Syuhei Sato, Y. Dobashi
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引用次数: 1

Abstract

This paper presents a novel method for synthesizing sound effects for fluid animation. Previous approaches synthesize the sound for fluids by physically-based simulation, but these approaches need a huge computational cost. To address this, we propose a data-driven method for synthesizing sound effects for fluids. In this paper, we focus on liquid sound. A liquid sound database which consists of a set of recorded sound clips is prepared in advance, and then the most suitable sound clip for an input liquid motion is automatically retrieved from the database. The retrieval is achieved by comparing a waveform of the sound and a history of velocity of the liquid motion computed by the simulation. The velocity history is computed for the regions where the liquid sound is expected to occur. Then, a distance between the velocity history and the waveform of each sound clip in the database is calculated, and our system chooses the clip with the minimum distance. Our method achieves fast synthesis of liquid sound for simulated liquid motion, once the database is prepared. In this paper, we use a small database containing a few sound clips and evaluate the effectiveness of our retrieval approach, as a preliminary experiment of this research.
基于物理模拟的速度历史的液体声音检索
提出了一种合成流体动画音效的新方法。以前的方法是通过物理模拟来合成流体的声音,但这些方法需要巨大的计算成本。为了解决这个问题,我们提出了一种数据驱动的方法来合成流体的声音效果。本文主要研究液体声。预先准备好由一组录制好的声音片段组成的液体声音数据库,然后从该数据库中自动检索最适合输入液体运动的声音片段。通过比较声音的波形和模拟计算的液体运动速度的历史来实现检索。计算液体声预计发生的区域的速度历史。然后,计算数据库中每个声音片段的速度历史与波形之间的距离,系统选择距离最小的片段。我们的方法实现了模拟液体运动的快速合成,只要数据库准备好。在本文中,我们使用了一个包含少量声音片段的小型数据库,并评估了我们的检索方法的有效性,作为本研究的初步实验。
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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