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A cubical approach to the rayt-racing algorithm

机译:雷力赛算法的立方体方法

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A cubical approach to the ray-tracing algorithm of room simulation will be presneted. The algorithm has been optimised to meet the strict demand for real-time processing with aspect to virtual reality audio. The basic idea is to improve calculation speed at the expense of accuracy. Assuming that the auditory system is only vaguely affected by the arrival time of a certain wall reflection the entire model can be discretised into a finite number of cubes, that is, describing the sound source, sound receiver and ever point and material in the room as cube with certain characteristics.
机译:房间仿真射线跟踪算法的立方体方法将被预先预期。该算法已被优化,以满足对虚拟现实音频的方面的实时处理的严格需求。基本思想是以准确性为代价提高计算速度。假设听觉系统仅受到某个墙反射的到达时间的模糊地影响,整个模型可以被离散地分成有限数量的多维数据集,即描述声源,声音接收器和房间中的材料和材料立方体具有某些特征。

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