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Advances in edge-diffraction modeling for virtual-acoustic simulations.

机译:虚拟声学模拟的边缘衍射建模技术的进步。

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摘要

In recent years there has been growing interest in modeling sound propagation in complex, three-dimensional (3D) virtual environments. With diverse applications for the military, the gaming industry, psychoacoustics researchers, architectural acousticians, and others, advances in computing power and 3D audio-rendering techniques have driven research and development aimed at closing the gap between the auralization and visualization of virtual spaces. To this end, this thesis focuses on improving the physical and perceptual realism of sound-field simulations in virtual environments through advances in edge-diffraction modeling.;To model sound propagation in virtual environments, acoustical simulation tools commonly rely on geometrical-acoustics (GA) techniques that assume asymptotically high frequencies, large flat surfaces, and infinitely thin ray-like propagation paths. Such techniques can be augmented with diffraction modeling to compensate for the effect of surface size on the strength and directivity of a reflection, to allow for propagation around obstacles and into shadow zones, and to maintain soundfield continuity across reflection and shadow boundaries. Using a time-domain, line-integral formulation of the Biot-Tolstoy-Medwin (BTM) diffraction expression, this thesis explores various aspects of diffraction calculations for virtual-acoustic simulations.;Specifically, we first analyze the periodic singularity of the BTM integrand and describe the relationship between the singularities and higher-order reflections within wedges with open angle less than 180°. Coupled with analytical approximations for the BTM expression, this analysis allows for accurate numerical computations and a continuous sound field in the vicinity of an arbitrary wedge geometry insonified by a point source. Second, we describe an edge-subdivision strategy that allows for fast diffraction calculations with low error relative to a numerically more accurate solution. Third, to address the considerable increase in propagation paths due to diffraction, we describe a simple procedure for identifying and culling insignificant diffraction components during a virtual-acoustic simulation. Finally, we present a novel method to find GA components using diffraction parameters that ensures continuity at reflection and shadow boundaries.
机译:近年来,对在复杂的三维(3D)虚拟环境中进行声音传播建模的兴趣日益浓厚。随着在军事,游戏行业,心理声学研究人员,建筑声学专家等领域的广泛应用,计算能力和3D音频渲染技术的进步推动了旨在缩小虚拟空间可视化与可视化之间差距的研究与开发。为此,本论文着重于通过边缘衍射建模的进步来改善虚拟环境中声场模拟的物理和感知现实性。;为了对虚拟环境中的声音传播进行建模,声学模拟工具通常依赖于几何声学(GA) )的技术采用渐近的高频,大的平坦表面和无限细的射线状传播路径。可以通过衍射建模来增强此类技术,以补偿表面尺寸对反射强度和方向性的影响,允许在障碍物周围传播并进入阴影区域,并保持声场在反射和阴影边界的连续性。本文使用Biot-Tolstoy-Medwin(BTM)衍射表达式的时域线性积分公式,探讨了用于虚拟声学模拟的衍射计算的各个方面。具体而言,我们首先分析了BTM积分的周期奇异性并描述了开度小于180°的楔形体中奇异性与高阶反射之间的关系。结合BTM表达式的解析近似值,此分析允许进行精确的数值计算,并在由点声源声控的任意楔形几何体附近产生连续的声场。其次,我们描述了一种边缘细分策略,该策略允许相对于数值上更精确的解决方案进行快速衍射计算且误差低。第三,为了解决由于衍射引起的传播路径显着增加的问题,我们描述了一种在虚拟声学模拟过程中识别和剔除无关紧要的衍射分量的简单程序。最后,我们提出了一种使用衍射参数查找GA分量的新颖方法,该方法可确保反射和阴影边界处的连续性。

著录项

  • 作者

    Calamia, Paul Thomas.;

  • 作者单位

    Princeton University.;

  • 授予单位 Princeton University.;
  • 学科 Computer Science.;Physics Acoustics.
  • 学位 Ph.D.
  • 年度 2009
  • 页码 194 p.
  • 总页数 194
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;声学;
  • 关键词

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