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Acoustic texture rendering for extended sources in complex scenes

机译:在复杂场景中扩展声源的声学纹理渲染

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Extended stochastic sources, like falling rain or a flowing waterway, providean immersive ambience in virtual environments. In complex scenes, therendered sound should vary naturally with listener position, differing notonly in overall loudness but also in texture, to capture the indistinct murmurof a faraway brook versus the bright babbling of one up close. Modeling anambient sound as a collection of random events such as individual raindropimpacts or water bubble oscillations, this variation can be seen as a changein the statistical distribution of events heard by the listener: the arrival rateof nearby, louder events relative to more distant or occluded, quieter ones.Reverberation and edge diffraction from scene geometry multiply and mixevents more extensively compared to an empty scene and introduce salientspatial variation in texture. We formalize the notion of acoustic texture byintroducing the event loudness density (ELD), which relates the rapidity ofreceived events to their loudness. To model spatial variation in texture, theELD is made a function of listener location in the scene. We show that thisELD field can be extracted from a single wave simulation for each extended source and rendered flexibly using a granular synthesis pipeline, with grainsderived procedurally or from recordings. Our system yields believable, realtimechanges in acoustic texture as the listener moves, driven by soundpropagation in the scene.
机译:扩展的随机源(例如降雨或水路流动)在虚拟环境中提供了沉浸式的氛围。在复杂的场景中,发出的声音应随听者的位置自然变化,不仅在整体响度上而且在纹理上也要有所不同,以捕捉远处溪流的模糊杂音与近距离小溪的明亮啪声。将环境声音建模为各种随机事件的集合,例如个别的雨滴影响或水泡振荡,这种变化可以看作是听众听到的事件的统计分布的变化:附近,响亮事件的到达率相对于较远的或被遮挡的,与空的场景相比,场景几何体的混响和边缘衍射会更广泛地繁殖和混合事件,并在纹理中引入显着的空间变化。我们通过引入事件响度密度(ELD)来规范化声音纹理的概念,该事件响度密度将接收到的事件的速度与其响度相关联。为了模拟纹理的空间变化,ELD被设置为场景中听众位置的函数。我们表明,可以从每个扩展源的单波模拟中提取此ELD字段,并使用粒状合成管道灵活地进行渲染,并以过程或从记录中派生出纹理。当听众移动时,我们的系统在场景中传播声音,从而产生令人信服的实时纹理变化。

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