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Interactive Rate Acoustical Occlusion/Diffraction Modeling for 2D Virtual Environments Games

机译:2D虚拟环境与游戏的交互式速率声学闭塞/衍射建模

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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 twodimensional 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.
机译:尽管声学衍射的重要性(在现实世界中围绕障碍物的“弯曲”的“弯曲”),但虚拟环境和游戏世界的衍射往往被忽视。其中部分源于建模闭塞/衍射效应是一种困难和计算密集的任务。灵感来自我们以前的工作,看到了一种三维声学遮挡方法的发展,在这里我们提出了一种方法,该方法近似于对动态和交互式的两模虚拟环境和游戏(或可以近似的三维环境的衍射效应)近似声学闭塞/衍射效应二维映射)。我们还讨论了一种创新的方法,使其允许将其纳入非球员人物的人工智能(例如,敌人),使它们能够“感知”声音,因此以更自然和现实的方式表现。初步实验结果表明该方法能够以交互式速率运行。

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