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Method and system for automatically generating world environment reverberation from a game geometry

机译:从游戏几何体自动生成世界环境回响的方法和系统

摘要

Reverberation parameters for one or more positions of interest are derived from graphics data used for displaying a computer-generated environment. For each position of interest for which reverberation parameters are desired, environmental parameters including distances and the hardness of features in a range of interest and at points on cubemap faces are automatically determined from the graphics data. The environmental parameters are stored with the graphics data and associated with each position of interest. Upon rendering of the computer-generated environment, reverberation property set values usable by a reverberation engine are calculated or interpolated between predetermined values according to the environmental parameters. Thus, values such as reverb, reverb delay, reflections, decay time, reflection delay, and other reverb parameters are automatically calculated, subject to selective operator tuning, and provide realistic reverberation effects in the sounds heard by a user who is experiencing the rendered environment.
机译:用于一个或多个感兴趣位置的混响参数是从用于显示计算机生成的环境的图形数据中得出的。对于需要混响参数的每个感兴趣位置,从图形数据自动确定环境参数,包括感兴趣范围内和立方体贴图面上的点处的距离和硬度。环境参数与图形数据一起存储,并与每个关注位置相关联。在渲染计算机生成的环境时,根据环境参数在预定值之间计算或内插混响引擎可用的混响特性设置值。因此,将自动计算诸如混响,混响延迟,反射,衰减时间,反射延迟和其他混响参数的值,并进行选择性的操作员调整,并在体验渲染环境的用户听到的声音中提供逼真的混响效果。 。

著录项

  • 公开/公告号US8249264B2

    专利类型

  • 公开/公告日2012-08-21

    原文格式PDF

  • 申请/专利权人 RICHARD S. BAILEY;BARRY BRUMITT;

    申请/专利号US20090561799

  • 发明设计人 RICHARD S. BAILEY;BARRY BRUMITT;

    申请日2009-09-17

  • 分类号H03G3/00;G06F17/00;G09G5/00;G06T15/70;G06G7/48;

  • 国家 US

  • 入库时间 2022-08-21 17:29:37

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