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Parametric Wave Field Coding for Precomputed Sound Propagation

机译:用于预计算声音传播的参数波场编码

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The acoustic wave field in a complex scene is a chaotic 7D functionrnof time and the positions of source and listener, making it difficultrnto compress and interpolate. This hampers precomputed approachesrnwhich tabulate impulse responses (IRs) to allow immersive,rnreal-time sound propagation in static scenes. We code thernfield of time-varying IRs in terms of a few perceptual parametersrnderived from the IR’s energy decay. The resulting parameter fieldsrnare spatially smooth and compressed using a lossless scheme similarrnto PNG. We show that this encoding removes two of the sevenrndimensions, making it possible to handle large scenes such as entirerngame maps within 100MB of memory. Run-time decoding is fast,rntaking 100μs per source. We introduce an efficient and scalablernmethod for convolutionally rendering acoustic parameters that generatesrnartifact-free audio even for fast motion and sudden changes inrnreverberance. We demonstrate convincing spatially-varying effectsrnin complex scenes including occlusion/obstruction and reverberation,rnin our system integrated with Unreal Engine 3™.
机译:复杂场景中的声波场是一个混乱的7D函数,其时间以及源和收听者的位置,使其难以压缩和内插。这阻碍了预先计算的方法,该方法将脉冲响应(IR)制成表格,以允许身临其境的实时声音在静态场景中的传播。我们根据IR的能量衰减得出的一些感知参数,对时变IR的场进行编码。所得参数字段在空间上平滑,并使用类似于PNG的无损方案进行压缩。我们证明了这种编码删除了七个维度中的两个,从而可以处理较大的场景,例如在100MB内存内的整个游戏地图。运行时解码速度很快,每个源占用100μs。我们引入了一种高效且可扩展的方法,用于卷积渲染声学参数,即使对于快速运动和突然变化的混响,也能生成无伪像的音频。在与虚幻引擎3™集成的系统中,我们演示了在复杂的场景(包括遮挡/遮挡和混响)中令人信服的空间变化效果。

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