DocumentCode :
578988
Title :
An Architecture Using a Finite Difference Method to Calculate Realistic Sound Equalization in Games
Author :
Moreira, B. ; Brandão, D.N. ; Gonzales, E.W.C. ; Kischinhevsky, M. ; Kuryla, C.L.
Author_Institution :
Comput. Dept., Univ. Fed. Fluminense, Niteroi, Brazil
fYear :
2011
fDate :
7-9 Nov. 2011
Firstpage :
70
Lastpage :
78
Abstract :
Most games and other interactive virtual environments focus on rendering natural phenomena in the most believable manner by using accurate visuals and physics. However, not much effort has been put into accounting for the physics of sound. The simulation of the real behavior of sound through an environment, when considering the speed of sound, reflection, and absorption, is computationally expensive and is usually left aside. In this work, an algorithm that calculates sound wave propagation using a finite difference method is used and extended to present a novel approach to sound rendering. This approach reaches the objective more quickly, and the sound generated has no perceptible loss of accuracy. The approach is designed to be implemented in GPU architectures and eventually enable real-time results.
Keywords :
audio signal processing; computer games; rendering (computer graphics); virtual reality; GPU architectures; computer games; finite difference method; interactive virtual environments; realistic sound equalization calculation; rendering natural phenomena; sound rendering; Equations; Games; Graphics processing units; Mathematical model; Propagation; Real-time systems; Rendering (computer graphics); Audio Effects; Finite Difference Method; GPGPU; Sound Wave Propagation;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Games and Digital Entertainment (SBGAMES), 2011 Brazilian Symposium on
Conference_Location :
Salvador
ISSN :
2159-6654
Print_ISBN :
978-1-4673-0797-0
Type :
conf
DOI :
10.1109/SBGAMES.2011.36
Filename :
6363220
Link To Document :
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