Interactive rate acoustical occlusion/diffraction modeling for 2D virtual environments & games

B. Cowan, B. Kapralos
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引用次数: 7

Abstract

Despite the importance of acoustical diffraction (the "bending" of sound around an obstacle) in the real-world, diffraction in virtual environments and game worlds is often overlooked. Part of this stems from the fact that modeling occlusion/diffraction effects is a difficult and computationally intensive task. Inspired by our previous work that saw the development of a three-dimensional acoustical occlusion method, here we present a method that approximates acoustical occlusion/diffraction effects for dynamic and interactive two-dimensional virtual environments and games (or three-dimensional environments that can be approximated by a two-dimensional mapping). We also discuss an innovative use for the method allowing it to be incorporated into the artificial intelligence of non-player characters (e.g., enemies), allowing them to "perceive" sounds and therefore behave in a more natural, and realistic manner. Preliminary experimental results demonstrate that the method is capable of operating at interactive rates.
2D虚拟环境和游戏的交互速率声遮挡/衍射建模
尽管声音衍射(声音在障碍物周围的“弯曲”)在现实世界中很重要,但在虚拟环境和游戏世界中的衍射却经常被忽视。这部分源于这样一个事实,即建模遮挡/衍射效果是一个困难和计算密集的任务。受我们之前开发的三维声遮挡方法的启发,我们提出了一种近似动态和交互式二维虚拟环境和游戏(或可以通过二维映射近似的三维环境)的声遮挡/衍射效果的方法。我们还讨论了该方法的一种创新用途,即将其整合到非玩家角色(如敌人)的人工智能中,让他们能够“感知”声音,从而以更自然、更现实的方式行事。初步实验结果表明,该方法能够在交互速率下工作。
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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