RESound Interactive Sound Rendering in Dynamic Virtual Environments - - PowerPoint PPT Presentation

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RESound Interactive Sound Rendering in Dynamic Virtual Environments - - PowerPoint PPT Presentation

RESound Interactive Sound Rendering in Dynamic Virtual Environments Micah Taylor, Anish Chandak Lakulish Antani, Dinesh Manocha University of North Carolina ACM MM 09 1 October 19-23, 2009 Sound rendering and applications Details of


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RESound

Interactive Sound Rendering in Dynamic Virtual Environments

Micah Taylor, Anish Chandak Lakulish Antani, Dinesh Manocha

University of North Carolina

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  • Sound rendering and applications
  • Details of propagation
  • Our system: RESound
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  • Sound rendering and applications
  • Details of propagation
  • Our system: RESound
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Sound Rendering

  • Three main steps
  • Signal input
  • Sound propagation
  • Audio output
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Sound Rendering: Signal Input

  • Recorded sample
  • Simple and fast
  • Played with events
  • Static
  • Synthesized sound
  • Physics simulation

generates sound

  • Matches virtual events

[Raghuvanshi 2006] [Matt Hileo]

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Sound Rendering: Signal Input

  • Synthesized sound
  • Uses physical models

[Florens et al. 1991]

  • Interactive rates with

many objects

[Raghuvanshi et al. 2006]

  • Correlates closely with

visual scene

[Ren et al. 2009]

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Sound Rendering: Propagation

  • Goal: Model environment influences
  • Echoes
  • Delay from distance
  • Attenuation from distance
  • Frequency shifts
  • Output: Impulse response
  • Represents room's effect on input signal
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Sound Rendering: Propagation

  • Common methods
  • No propagation - direct path only
  • Geometric simulation
  • Numerical simulation
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Sound Rendering: Audio Output

  • Goal
  • Combine many sounds from environment
  • Apply any needed effects
  • Output to user's audio device
  • Uses the output from prior steps
  • Input signal
  • Room impulse response
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Sound Rendering: Audio Output

  • Common output methods
  • Mono

– Fast, simple – No spatialization

  • Stereo

– Fast, simple, left+right spatialization

  • 3d sound

– Head Related Transfer Functions (HRTF) – Complex, very good spatialization

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Applications

  • Video games
  • Helps player avoid

monsters

  • Provides sound cues

to environment size

  • Used in most 3d video

games

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Applications

  • Training simulators
  • Improves realism
  • Decreases incorrect

training

  • Current uses
  • Tactical training
  • EMT training
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Applications

  • Multimedia
  • Auditory displays

– Enhance data

visualization

  • Telephony and Video

conferencing

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Applications

  • Computer aided

design

  • Relay cues about

environment design

  • Preview room

acoustics before construction

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  • Sound rendering and applications
  • Details of propagation
  • Our system: RESound
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Propagation

  • Simplest method:
  • Direct path between

source and listener

  • Add echoes with post-

process filter

  • Fast
  • Widely used
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Propagation

  • However
  • Not physically based
  • Spatialization

incorrect

  • Echoes do not match

environment

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Propagation

  • Acoustic simulations
  • Numerical

– Solves acoustic wave equation – Slow, but getting faster [Raghuvanshi et al. 2009]

  • Geometric

– High frequency approximation – Very fast – interactive – Models sound as ray

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Propagation

  • Specular reflection
  • Mirror-like reflections
  • Reflections decrease

amplitude

  • Longer paths,

longer delays

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Propagation

  • Specular reflection
  • Mirror-like reflections
  • Reflections decrease

amplitude

  • Longer paths,

longer delays

  • Often many reflection

paths

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Propagation

  • Diffuse reflection
  • Scattering reflections
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Propagation

  • Diffuse reflection
  • Scattering reflections
  • Scattered sound

reaches listener

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Propagation

  • Diffraction
  • Sound 'bends' around

corners

  • Can change phase
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Propagation

  • Diffraction
  • Sound 'bends' around

corners

  • Can change phase
  • Often many diffraction

paths

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Propagation

  • Combine
  • Direct
  • Specular
  • Diffuse
  • Diffraction
  • Early contributions
  • 4-5 recursions
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Propagation

  • Reverberation
  • Late contributions
  • Impulses decays over

time

  • Hundreds of

recursions

  • Gives 'feel' of the

room

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Propagation

  • Specular reflections
  • Image-source method [Allen et al. 1979]
  • From source
  • Reflect against all scene triangles

– Creates image-sources – Is listener visible

  • Reflect image sources

– and so on...

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Propagation

  • However
  • Very compute intensive
  • Need to accelerate
  • Graphic acceleration
  • Remove non-visible triangles
  • Sound acceleration
  • Remove non-reflecting triangles
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Propagation

  • Accelerated by
  • Ray tracing [Vorlander 1989]
  • Beam tracing [Funkhouser et al. 1998]
  • Frustum tracing [Lauterbach et al. 2007]
  • And others...
  • Often require precomputation
  • Non-moving source
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Propagation

  • Diffuse reflections
  • Often modeled by ray tracing [Dalenbaeck 1996]
  • Radiosity [Siltanen et al. 2004]
  • Compute intensive
  • Fixed source and receiver
  • No scene movement
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Propagation

  • Diffraction
  • Added to

– Beam tracing [Tsingos et al. 2001] – Ray tracing [Stephenson et al. 2007] – Frustum tracing [Taylor et al. 2009] – Image source [Shroeder et al. 2009]

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Propagation

  • Reverberation
  • Ray tracing

– Slow, accurate [Hodgson 1990]

  • Statistical

– Fast, some error [Savioja et al. 1999]

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  • Sound rendering and applications
  • Details of propagation
  • Our system: RESound
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RESound

  • Simulates all mentioned effects
  • Interactive update rates
  • Dynamic scenes
  • Handles propagation and output
  • Given input sound + environment
  • Propagates sound through environment
  • Renders signal at receiver's position
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RESound

System overview

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RESound

  • Early contributions by simulation
  • Specular + diffraction
  • Diffuse reflection
  • Late contributions by statistics
  • 3d audio output
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RESound

  • Unified engine
  • Frustum tracing
  • Ray tracing
  • Ray primitive
  • Single acceleration structure
  • Bounding Volume Hierarchy
  • Allows dynamic scenes
  • Fast ray tracing
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RESound

  • Scene acceleration hierarchy
  • Bounding Volume Hierarchy [Lauterbach et al. 2006]

– Fast construction times – Allows interactive visual ray tracing – Allows dynamic scene changes

  • Can accelerate frustum and ray tracing
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  • Specular + diffraction
  • Frustum tracing
  • Volumetric, finds most

paths

  • Dynamic scenes
  • Fast
  • Diffuse
  • Ray tracing
  • Shares scene

structure

  • Dynamic scenes
  • Fast
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RESound

  • Frustum tracing
  • Specular reflection
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RESound

  • Frustum tracing
  • Specular reflection
  • Frustum is bounded

by rays

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RESound

  • Frustum tracing
  • Specular reflection
  • Check if receiver is

inside bounded volume

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RESound

  • Frustum tracing
  • Specular reflection
  • Bounding rays can be

reflected

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RESound

  • Frustum tracing
  • Specular reflection
  • Sound path is linear

combination of rays

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RESound

  • Diffraction
  • Covers more area
  • Allows smooth

transitions

– Fades out

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RESound

  • Diffraction
  • Covers more area
  • Allows smooth

transitions

– Fades out

  • First step
  • Find diffracting edges
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RESound

  • Frustum tracing
  • Edge diffraction
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RESound

  • Frustum tracing
  • Edge diffraction
  • From source

– Trace many frusta

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RESound

  • Frustum tracing
  • Edge diffraction
  • Receiver is

hidden from source

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RESound

  • Frustum tracing
  • Edge diffraction
  • But diffracting edge

is visible

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RESound

  • Frustum tracing
  • Edge diffraction
  • Create diffraction

frustum

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RESound

  • Frustum tracing
  • Edge diffraction
  • Diffracting sound

reaches the receiver

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RESound

  • Diffuse reflections
  • Uses ray tracing
  • Collection sphere
  • Same size as listener's head (0.3 m)
  • Record rays that hit collection sphere
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RESound

  • Ray tracing
  • Diffuse reflection
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RESound

  • Ray tracing
  • Diffuse reflection
  • Shoot rays from

source

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RESound

  • Ray tracing
  • Diffuse reflection
  • Rays diffusely reflect
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RESound

  • Ray tracing
  • Diffuse reflection
  • Some rays hit this

collection sphere

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RESound

  • Update stronger paths more often:
  • Three simulations
  • Frustum tracing (first order, 1 thread)
  • Frustum tracing (third order, 7 threads)
  • Ray tracing, 200k rays (third order, 7 threads)
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RESound

  • From 3 simulations
  • Now have impulse response of:
  • Direct sound
  • Specular reflection
  • Diffuse reflection
  • Edge diffraction
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RESound

  • Audio output
  • Reverberation
  • 3d sound rendering
  • Dynamic scenes
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RESound

  • Reverberation
  • Need to fill in late contributions
  • Use Eyring model [Eyring 1930]
  • Statistically estimate sound decay
  • Combing impulse responses
  • Frustum + frustum + ray tracing
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RESound

  • Reverberation
  • Fit curve to impulse response
  • Estimate time for signal to decay to 0.001% (RT60)
  • Create reverberation filter with sound system
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RESound

  • HRTF is expensive
  • Three impulse responses

– 1st order frustum tracing – 3rd order frustum tracing – 3rd order ray tracing

  • Compute only for 1st order frustum tracing
  • Other impulses use simple convolution
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RESound

  • Dynamic scenes
  • Impulse response may change drastically
  • Can cause artifacts (clicking)
  • Restrict motion speed
  • Crossfade audio frames
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Results

  • Test scenes

Room Conference Sibenik Sponza

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Results

  • Open scenes
  • Many triangles visible
  • Many reflections
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Results

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Results

  • Reverberation
  • Begin with 6m cathedral
  • Dynamically expand cathedral to 30m
  • With reverb and without
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Results

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Results

  • Limitations
  • Must shoot many rays for diffuse reflections
  • Certain diffraction paths may not be found
  • Frustum tracing is approximate visibility

– May miss some paths

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Results

  • Specular + diffuse + diffraction components
  • Uses unified representation: ray
  • Single acceleration structure
  • Interactive rates on multi-core PC
  • Handles large scenes
  • Moving source and listener
  • Scene can be dynamic
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Related and Future Work

  • Conservative frustum tracing [Chandak et al. 2009]
  • GPU acceleration
  • Robust diffraction
  • Conservative diffraction region
  • From region visibility – advanced diffraction
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Acknowledgements

  • Nikunj Raghuvanshi and Paul Calamia for

helpful advice

  • Sponsors

– ARO – NSF – DARPA/RDECOM – Intel – Microsoft

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Project website http://gamma.cs.unc.edu/Sound/RESound/

Thanks!