{"title":"一种基于gpu的声反射率近似方法","authors":"B. Cowan, B. Kapralos","doi":"10.1080/2151237X.2011.619888","DOIUrl":null,"url":null,"abstract":"Abstract Here we present a GPU-based heuristic method for approximating the size and reflectivity of a room relative to a given sound source origin that can potentially provide interactive response for the appropriate selections of geometry and hardware. The method calculates the average distance to the nearest surfaces in the environment and an approximate measure of the fraction of sound energy that would be reflected from those surfaces. Both of these values are then used to drive the reverberation effects of an audio API. The method can potentially provide interactive response for the appropriate selections of geometry and hardware. Source code is available online at address provided at the end of this paper.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"45 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":"{\"title\":\"A GPU-Based Method to Approximate Acoustical Reflectivity\",\"authors\":\"B. Cowan, B. Kapralos\",\"doi\":\"10.1080/2151237X.2011.619888\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract Here we present a GPU-based heuristic method for approximating the size and reflectivity of a room relative to a given sound source origin that can potentially provide interactive response for the appropriate selections of geometry and hardware. The method calculates the average distance to the nearest surfaces in the environment and an approximate measure of the fraction of sound energy that would be reflected from those surfaces. Both of these values are then used to drive the reverberation effects of an audio API. The method can potentially provide interactive response for the appropriate selections of geometry and hardware. Source code is available online at address provided at the end of this paper.\",\"PeriodicalId\":354935,\"journal\":{\"name\":\"Journal of Graphics, GPU, and Game Tools\",\"volume\":\"45 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-11-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"8\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Graphics, GPU, and Game Tools\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/2151237X.2011.619888\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Graphics, GPU, and Game Tools","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/2151237X.2011.619888","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A GPU-Based Method to Approximate Acoustical Reflectivity
Abstract Here we present a GPU-based heuristic method for approximating the size and reflectivity of a room relative to a given sound source origin that can potentially provide interactive response for the appropriate selections of geometry and hardware. The method calculates the average distance to the nearest surfaces in the environment and an approximate measure of the fraction of sound energy that would be reflected from those surfaces. Both of these values are then used to drive the reverberation effects of an audio API. The method can potentially provide interactive response for the appropriate selections of geometry and hardware. Source code is available online at address provided at the end of this paper.