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.
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