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Modeling Acoustics in Virtual Environments Using the Uniform Theory of Diffraction

机译:使用统一衍射理论建模声学中的声学学

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Realistic modeling of reverberant sound in 3D virtual worlds provides users with important cues for localizing sound sources and understanding spatial properties of the environment. Unfortunately, current geometric acoustic modeling systems do not accurately simulate reverberant sound. Instead, they model only direct transmission and specular reflection, while diffraction is either ignored or modeled through statistical approximation. However, diffraction is important for correct interpretation of acoustic environments, especially when the direct path between sound source and receiver is occluded. The Uniform Theory of Diffraction (UTD) extends geometrical acoustics with diffraction phenomena: illuminated edges become secondary sources of diffracted rays that in turn may propagate through the environment. In this paper, we propose an efficient way for computing the acoustical effect of diffraction paths using the UTD for deriving secondary diffracted rays and associated diffraction coefficients. Our main contributions are: 1) a beam tracing method for enumerating sequences of diffracting edges efficiently and without aliasing in densely occluded polyhedral environments; 2) a practical approximation to the simulated sound field in which diffraction is considered only in shadow regions; and 3) a real-time auralization system demonstrating that diffraction dramatically improves the quality of spatialized sound in virtual environments.
机译:3D虚拟世界中混响声音的现实建模为用户提供了重要的提示,用于本地化声源并了解环境的空间属性。不幸的是,目前的几何声学建模系统不准确地模拟混响声音。相反,它们仅模型直接传输和镜面反射,而衍射无论是通过统计近似忽略或建模的。然而,衍射对于正确的声学环境来说是重要的,特别是当声源和接收器之间的直接路径被遮挡时。衍射(UTD)的均匀理论延伸了衍射现象的几何声学:照明边缘成为衍射光线的二级来源,又可以通过环境传播。在本文中,我们提出了一种有效的方法,用于使用UTD来计算衍射路径的声学效应,用于推导辅助衍射光线和相关衍射系数。我们的主要贡献是:1)一种光束跟踪方法,用于有效地枚举衍射边缘的序列,无需在密集闭塞的多面体环境中的混叠; 2)对模拟声场的实际近似,其中衍射仅在阴影区域中被认为是衍射的; 3)实时的特征化系统,演示衍射显着提高了虚拟环境中的空间化声音的质量。

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