声场渲染中基于可见性的波束跟踪

Dejan Markovic, A. Canclini, F. Antonacci, A. Sarti, S. Tubaro
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引用次数: 12

摘要

在本文中,我们提出了一种基于可见性的光束跟踪解决方案,用于环境声学的模拟,该解决方案利用射影几何表示。更具体地说,射影几何被证明对环境中所有反射器之间的可见性的预计算是有用的。仿真引擎在使用扬声器阵列的虚拟环境的声学渲染中有一个直接的应用。更具体地说,声波场被认为是声波束的叠加,其参数(即原点,方向和孔径)是使用这里提出的快速波束跟踪方法计算的。该信息由渲染引擎处理,以计算应用于阵列内扬声器的空间滤波器。仿真结果表明,采用该方法可以较准确地模拟声波场。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Visibility-based beam tracing for soundfield rendering
In this paper we present a visibility-based beam tracing solution for the simulation of the acoustics of environment that makes use of a projective geometry representation. More specifically, projective geometry turns out to be useful for the pre-computation of the visibility among all the reflectors in the environment. The simulation engine has a straightforward application in the rendering of the acoustics of virtual environments using loudspeaker arrays. More specifically, the acoustic wavefield is conceived as a superposition of acoustic beams, whose parameters (i.e. origin, orientation and aperture) are computed using the fast beam tracing methodology presented here. This information is processed by the rendering engine to compute spatial filters to be applied to the loudspeakers within the array. Simulative results show that an accurate simulation of the acoustic wavefield can be obtained using this approach.
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