DocumentCode :
2166268
Title :
GPU-based acoustical occlusion modeling for virtual environments and games
Author :
Cowan, Brett ; Kapralos, Bill
Author_Institution :
Fac. of Bus. & Inf. Technol., Univ. of Ontario Inst. of Technol., Oshawa, ON, Canada
fYear :
2013
fDate :
23-25 Sept. 2013
Firstpage :
48
Lastpage :
50
Abstract :
Although the direct path between a sound source and a listener is often occluded, through the phenomenon of diffraction sound can still reach a listener by “bending” around an obstacle that lies directly in the line of straight propagation. However, modeling occlusion/diffraction effects is a difficult and computationally intensive task and thus generally ignored altogether in virtual environments and videogame applications. Our previous work saw the development of a graphics-based processing technique to approximate acoustical occlusion effects at interactive rates. Here, we build upon our previous method and present a method that better approximates real-world acoustical diffraction effects for dynamic and interactive, videogame and virtual environments.
Keywords :
acoustic wave diffraction; computer games; graphics processing units; interactive video; virtual reality; GPU-based acoustical occlusion modeling; acoustical diffraction effect; diffraction effect modeling; diffraction sound; dynamic video game; graphics-based processing technique; interactive rate; interactive video game; line of straight propagation; sound source; virtual environment; virtual game; Computational modeling; Diffraction; Geometry; Graphics processing units; Rendering (computer graphics); Shape; Virtual environments; Graphics processing unit; acoustical diffraction; acoustical occlusion; real-time; spatial sound;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Games Innovation Conference (IGIC), 2013 IEEE International
Conference_Location :
Vancouver, BC
ISSN :
2166-6741
Print_ISBN :
978-1-4799-1244-5
Type :
conf
DOI :
10.1109/IGIC.2013.6659164
Filename :
6659164
Link To Document :
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