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Retargetting Example Sounds to Interactive Physics-Driven Animations

机译:将示例声音重新定向到交互式物理驱动的动画

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This paper proposes a new method to generate audio in the context of interactive animations driven by a physics engine. Our approach aims at bridging the gap between direct playback of audio recordings and physically-based synthesis by retargetting audio grains extracted from the recordings according to the output of a physics engine. In an off-line analysis task, we automatically segment audio recordings into atomic grains. The segmentation depends on the type of contact event and we distinguished between impulsive events, e.g. impacts or breaking sounds, and continuous events, e.g. rolling or sliding sounds. We segment recordings of continuous events into sinusoidal and transient components, which we encode separately. A technique similar to matching pursuit is used to represent each original recording as a compact series of audio grains. During interactive animations, the grains are triggered individually or in sequence according to parameters reported from the physics engine and/or user-defined procedures. A first application is simply to reduce the size of the original audio assets. Above all, our technique allows to synthesize non-repetitive sounding events and provides extended authoring capabilities.
机译:本文提出了一种在物理引擎驱动的交互式动画中生成音频的新方法。我们的方法旨在通过根据物理引擎的输出重新定位从录音中提取的音频颗粒,从而缩小录音的直接播放与基于物理的合成之间的差距。在离线分析任务中,我们自动将录音分割成原子颗粒。细分取决于接触事件的类型,我们区分了冲动事件,例如撞击或破裂的声音,以及持续发生的事件,例如滚动声或滑动声。我们将连续事件的记录分为正弦和瞬态分量,分别对其进行编码。类似于匹配追踪的技术用于将每个原始记录表示为一系列紧凑的音频颗粒。在交互式动画期间,根据物理引擎报告的参数和/或用户定义的过程,单独或顺序触发晶粒。第一个应用只是减少原始音频资产的大小。最重要的是,我们的技术允许合成非重复的声音事件,并提供扩展的创作功能。

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