Topological Sound Propagation with
Reverberation Graphs
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(a)
(b)
(c) (d) Figure 1: (a) Our
approach uses a 3D scene, decomposed into cells and portals, to compute
reverberation effects interactively. (b) We estimate global pressure decays
along possible sound propagation routes in the cell adjacency graph
describing the 3D geometry. (c) The pressure decay for a route (highlighted
in red in (b)) is obtained by convolving room-to-room transport operators
computed off-line. (d) Our graph-based reverberation engine has been
integrated into a 3D game with scalable reverberation processing and supports
up to 30 sources interactively. Inset shows the spectrogram of a
reconstructed binaural reverberation filter. |
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Abstract Reverberation
graphs is a novel
approach to estimate global sound pressure decay and auralize corresponding
reverberation effects in interactive virtual environments. We use a 3D model
to represent the geometry of the environment explicitly, and we subdivide it
into a series of coupled spaces connected by portals. Off-line geometrical-acoustics
techniques are used to precompute transport operators, which encode
pressure decay characteristics within each space and between coupling
interfaces. At
run-time, during an interactive simulation, we traverse the adjacency graph corresponding
to the spatial subdivision of the environment. We combine transport operators
along different sound propagation routes to estimate the pressure decay
envelopes from sources to the listener. Our approach compares well with
off-line geometrical techniques, but computes reverberation decay envelopes
at interactive rates, ranging from 12 to 100 Hz. We
propose a scalable artificial reverberator that uses these decay envelopes to
auralize reverberation effects, including room coupling. Our complete system
can render as many as 30 simultaneous sources in large dynamic virtual
environments. |
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Publication
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