This work is aimed at simulating high quality
sound fields for interactive 3D graphics applications.
We focused our efforts on three main problems:
interactive calculation of sound occlusion by obstacles,
integration of sound simulation
in an interactive 3D animation system and adaptive simulation of sound
reflections in reverberant environments.
We first present an original method that
allows for approximating the effects of obstacles on sound waves propagation.
This qualitative method is based on the
occlusion of the first Fresnel ellipsoids.
We make advantage of the use of 3D graphics
hardware to achieve interactive computation rates of the attenuation
between a point source and a point receiver
in general environments.
A more quantitative method based on the
Fresnel-Kirchhoff theory of diffraction is also described.
Then, we describe an interactive system
for integrated sound and graphics rendering in the context of
computer animation or virtual
reality. This system integrates the previous interactive occlusion rendering
technique.
We will show how other effects
such as sound specular reflections and Doppler
shifting are also taken into account.
Eventually, we introduce a new adaptive
simulation technique based on a hierarchical radiosity-like approach as
used
in lighting simulations. It allows for
taking into account global specular and diffuse reflections in the context
of
time-varying energy exchanges.
The obtained solution is independent of
the listening position which makes the approach well suited to walkthrough
applications. Moreover, the complexity of the process can be tuned to reach
more quantitative results, making
it usable for room acoustic quality prediction.
These three contributions may allow to
design a complete simulation system for rendering a virtual sound scene
which
could be used in a wide range of applications.
These applications, however, do not limit to acoustic simulations but
can also be extended to study radiowave
propagation in the context of mobile communications or wireless networks.
Keywords: Virtual reality, virtual
acoustics, multimedia, diffraction, auralization, adaptive simulation,
hierarchical radiosity, room acoustics.
Compressed Postscript
file ( in French !!!, A4 format, packed with gzip
, 2.78 Mb)
Compressed Postscript
file
( in French with English introduction,
conclusion, captions and section titles, Letter format, packed
with gzip , 2.78 Mb)
PowerPoint
slides of my defense( in English, packed with gzip ,
1.3 Mb)
Citation
info
|
@phdthesis{TSI98,
title = "Simulating High Quality Virtual Sound Fields for Interactive Graphics Applications", author = "Nicolas Tsingos", school = "Universite J. Fourier, Grenoble I", year = "1998", month = "December", } |