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Realistic real-time sound re-synthesis and processing for interactive virtual worlds

机译:交互式虚拟世界的逼真的实时声音重新合成和处理

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We present new GPU-based techniques for implementing linear digital filters for real-time audio processing. Our solution for recursive filters is the first presented in the literature. We demonstrate the relevance of these algorithms to computer graphics by synthesizing realistic sounds of colliding objects made of different materials, such as glass, plastic, and wood, in real time. The synthesized sounds can be parameterized by the object materials, velocities, and collision angles. Despite its flexibility, our approach uses very little memory, since it essentially requires a set of coefficients representing the impulse response of each material sound. Such features make our approach an attractive alternative to traditional CPU-based techniques that use playback of pre-recorded sounds.
机译:我们介绍了基于GPU的新技术,用于为实时音频处理实现线性数字滤波器。我们的递归过滤器解决方案是文献中首次提出的。通过实时合成由不同材料(例如玻璃,塑料和木材)制成的碰撞对象的逼真的声音,我们证明了这些算法与计算机图形学的相关性。合成的声音可以通过对象的材质,速度和碰撞角度进行参数化。尽管具有灵活性,但我们的方法占用的内存很少,因为它实际上需要一组代表每种材料声音的脉冲响应的系数。这些功能使我们的方法成为使用预录声音回放的传统基于CPU的技术的一种有吸引力的替代方法。

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