We present a new approach to efficiently compute effects of sound occlusion and diffraction by obstacles in general virtual acoustic environments. Based on the Fresnel-Kirchoff approximation to diffraction, our method uses a 3D model of the environment and computer graphics hardware to evaluate diffraction effects between a sound source and a receiver position. No further hypothesis is needed on the diffracting domain. This method allows us to compute attenuation data and filters which can then be used for auralization. The method can also be extended to indirect sound propagation paths.
from left to right, spherical occluders, the well known infinite half plane and the square aperture.
Citation
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@inproceedings{TG98,
title = "Fast rendering of sound occlusion and diffraction effects for virtual acoustic environments", author = "Nicolas Tsingos and Jean-Dominique Gascuel", booktitle = "104th AES convention, Amsterdam, The Netherlands, preprint n. 4699 (P4-7)", year = "1997", month = "May", } |