Re: [Algorithms] Spherical harmonics for room acoustic modelling
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From: Oscar F. <os...@tr...> - 2010-07-17 20:22:34
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Sweet! I'll take a look, ta :) You wouldn't happen to have any links that would save me a bit of time and google trawling? No worries if not :) On 17 July 2010 21:03, Deano <de...@ra...> wrote: > Search for wave tracing in the literature. For acoustics, wave behavior > is vital unlike most lighting equations, as such you need to model waves > transfer and also for most audio surfaces unlike visual surfaces they are > not 100% reflective and so subsurface scattering is way more important. > > > > There is some interesting work out there, including at least one GPGPU > real-time system. > > > > Deano > > > > *From:* Oscar Forth [mailto:os...@tr...] > *Sent:* 17 July 2010 20:10 > *To:* Game Development Algorithms > *Subject:* [Algorithms] Spherical harmonics for room acoustic modelling > > > > I will admit first off I don't have a great knowledge of things like > Pre-computed Radiance Transfer but I was having a chat with a colleague > recently on how audio research lags behind video research in gaming. > > > > One idea that we were talking about is using spherical harmonics in a > similar way to PRT to do some sort of Pre-computed Acoustic Transfer. > > > > Basically you'd add a new material type to a room that would give you the > sound reflectivity of a given surface. You could then use the same > techniques (obviously calculated with something like OpenCL) to give you a > good model of how sound moves round a room. Has anyone done anything like > this? > > > > It kinda struck me that you'd be able to model things like acoustic > reflections off a hard surface, acoustic dispersion from soft surfaces as > well as getting things like occluders thrown in as a bonus. Add to that you > could use the same techniques as are used for translucent surfaces to model > sound transfer through a surface and the slight bending of audio round > corners. > > > > Are there any papers on the subject at all? It struck me as something > worth finding more out about as it would give the ability to create truly > rich sound scapes with very little actual fiddling needed to get it right. > You'd just pass the model through your PAT calculation engine then play > sounds and get them playing right. > > > > Any thoughts? > > > > Cheers! > > > > Oscar > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by Sprint > What will you do first with EVO, the first 4G phone? > Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |