IEEE Transactions on Visualization and Computer Graphics · 2015 · 59 citations · 35 references
ArchitectureVisualizationAcousticsComputational AcousticsRenderingAcoustic SimulationReal-time Rendering For Virtual RealitySound LocalizationSpatial AudioVirtual Environment DesignVirtual RealityAcoustic Scene SimulationGpu Runtime SystemsGpu-based RenderingReal-time Audio RenderingSpatial Audio RenderingVirtual Reality AudioWave Equation ModelsWave-based Acoustic Simulation
We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.
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3-D Sound for Virtual Reality and Multimedia
Dave Madole, Durand R. Begault · Computer Music Journal · 1995 · 872 citations · Full text
V. Ralph Algazi, Richard O. Duda, David M. Thompson et al. · 2002 · 869 citations