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Underwater sound propagation for virtual environments

机译:虚拟环境的水下声音传播

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Realistic sound effect synchronized with visual rendering can greatly improve the immersive sense of a user in virtual reality (VR). Prior work focuses on sound propagation in air without considering the characteristics of underwater, thus cannot be directly extended for underwater scenarios. This paper proposes a novel method for simulating sound propagation in underwater scenes. We combine the normal mode method in oceanography with an improved ray tracing method to effectively calculate underwater sound propagation. A normal mode method is adapted for sound pressure calculation in the low-frequency domain. In the high-frequency domain, by considering the characteristics of underwater, we propose a threshold-based improved ray tracing method to compute the impulse response, bringing results closer to real values at higher efficiency. We sample the possible listener positions and use backward ray tracing to perform interpolation and extrapolation at runtime. Our simulation results are realistic at interactive rendering rates for scenes with moving sources. To the best of our knowledge, this is the first time that a sound propagation model tailored for underwater environment is presented in the field of VR. Various experiments in underwater scenes validated our method.
机译:与视觉渲染同步的现实声音效果可以大大提高虚拟现实(VR)中用户的沉浸感。在不考虑水下的特征的情况下,在空中的声音传播上重点介绍了空气中的声音传播,因此不能直接扩展到水下情景。本文提出了一种模拟水下场景中声音传播的新方法。我们将海洋中学方法与改进的射线跟踪方法相结合,有效地计算水下声音传播。正常模式方法适用于低频域中的声压计算。在高频域中,通过考虑水下的特性,我们提出了一种基于阈值的改进的射线跟踪方法来计算脉冲响应,从效率更高的效率降低真正值。我们采样可能的侦听器位置,并使用后向射线跟踪在运行时执行插值和外推。我们的仿真结果在具有移动来源的场景的互动渲染速率下是现实的。据我们所知,这是第一次为水下环境量身定制的声音传播模型呈现在VR领域。水下场景中的各种实验验证了我们的方法。

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