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Pre-computing geometry-based reverberation effects for games

机译:预计算基于几何的游戏混响效果

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Current video games either pre-render reverberation effects into the sound effects or implement them at run-time using artificial reverberation filters. While interactive geometrical approaches can be used for more accurate acoustical modeling, the increased authoring complexity and the additional cost of geometrical calculations still appears to overshadow their potential benefits.This paper presents solutions to integrate off-line geometrical acoustic modeling in game environments. By pre-computing image-source gradients for early reflections and directional decay profiles, we can generate location dependent reverberation effects without storing or accessing the actual geometry at run-time. We render such reverberation effects using a frequency-domain scalable processing approach. In this context, we introduce an efficient prioritization scheme and evaluate alternative transforms for late reverberation processing. Our pipeline enables fine-grain rendering of distance and surface proximity effects and modeling of both outdoor and coupled indoor spaces with arbitrary reverberation decay profiles.
机译:当前的视频游戏要么将混响效果预先渲染为声音效果,要么在运行时使用人工混响过滤器将其实现。尽管可以将交互式几何方法用于更准确的声学建模,但是创作复杂性的增加和几何计算的额外成本似乎仍然掩盖了它们的潜在优势。 本文提出了在游戏环境中集成离线几何声学建模的解决方案。通过为早期反射和方向衰减轮廓预先计算图像源梯度,我们可以生成依赖于位置的混响效果,而无需在运行时存储或访问实际的几何形状。我们使用频域可扩展处理方法来渲染这种混响效果。在这种情况下,我们介绍了一种有效的优先级划分方案,并评估了后期混响处理的替代变换。我们的管道可以实现距离和表面接近效果的细粒度渲染,并可以使用任意混响衰减轮廓对室外和耦合室内空间进行建模。

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