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Analytical derivation of a formula for the reduction of computation time by the voxel crossing technique used in room acoustical simulation

机译:通过室内声学模拟中使用的体素穿越技术来减少计算时间的公式的解析推导

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Computation times of room acoustical simulation algorithms still suffer from the time consuming search for ray-wall-intersections. Spatial subdivision may speed up ray tracing considerably. For room acoustics, where the number of surface polygons (walls) is not so high, the voxel technique appears suitable. The voxel crossing algorithm is very fast. However, its performance was not yet investigated up to now. Voxels are small cubes by which the space is subdivided periodically. The advantage: Only in the rare case a voxel intersects a wall the intersection point needs to be computed. In this paper, by estimating the probabilities of such intersections, an analytical formula is derived, by which the optimum degree of spatial subdivision and the factor of acceleration of the algorithm can be forecasted. It turns out that the computation time increases only with K_0~(1/2) instead of with K_0 (the number of polygons of the room). Thus, on a modern PC, computation time for a full room acoustical simulation even for highly complicated rooms may be reduced by a factor in the order of 100, i.e. to a few seconds.
机译:房间声学模拟算法的计算时间仍然受制于耗时的射线墙相交搜索。空间细分可以大大加快射线追踪的速度。对于室内声学而言,表面多边形(墙)的数量不是很高,体素技术似乎很合适。体素穿越算法非常快。但是,到目前为止,尚未对其性能进行调查。体素是小的立方体,通过该立方体可以定期细分空间。优点:仅在极少数情况下体素与墙相交,才需要计算相交点。本文通过估计此类交叉口的概率,推导了解析公式,从而可以预测最佳的空间细分程度和算法的加速因子。结果表明,计算时间仅随着K_0〜(1/2)而增加,而不随着K_0(房间的多边形数)而增加。因此,在现代PC上,甚至对于高度复杂的房间,用于整个房间的声学模拟的计算时间可以减少大约100倍,即几秒。

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