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Interactive Sound Propagation and Rendering for Large Multi-Source Scenes

机译:大型多源场景的交互式声音传播和渲染

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摘要

We present an approach to generate plausible acoustic effects at interactive rates in large dynamic environments containing many sound sources. Our formulation combines listener-based backward ray tracing with sound source clustering and hybrid audio rendering to handle complex scenes. Wc present a new algorithm for dynamic late reverberation that performs high-order ray tracing from the listener against spherical sound sources. We achieve sublinear scaling with the number of sources by clustering distant sound sources and taking relative visibility into account. We also describe a hybrid convolution-based audio rendering technique that can process hundreds of thousands of sound paths at interactive rates. We demonstrate the performance on many indoor and outdoor scenes with up to 200 sound sources. In practice, our algorithm can compute more than 50 rellection orders at interactive rates on a multicore PC, and we observe a 5x speedup over prior geometric sound propagation algorithms.
机译:我们提出了一种在包含许多声源的大型动态环境中以交互速率生成合理的声学效果的方法。我们的公式将基于听众的后向光线跟踪与声源聚类和混合音频渲染相结合,以处理复杂的场景。 Wc提出了一种动态后期混响的新算法,该算法从听众针对球形声源执行高阶射线跟踪。通过将远处的声源聚类并考虑相对可见性,我们可以实现声源数量的亚线性缩放。我们还描述了一种基于混合卷积的音频渲染技术,该技术可以以交互速率处理数十万条声音路径。我们在多达200个声源的情况下,在许多室内和室外场景中演示性能。在实践中,我们的算法可以在多核PC上以交互速率计算超过50个重定序,并且与以前的几何声音传播算法相比,观察到的速度提高了5倍。

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