Interactive Sound Rendering
http://gamma.cs.unc.edu/SOUND09
Organizer:
Lecturers (alphabetic order):
Paul Calamia, Ming C. Lin,
Dinesh Manocha, Lauri Savioja, Nicolas Tsingos
Abstract:
This course covers algorithmic and software
technologies for interactive sound rendering. The presentation material will be
covered at an introductory level and the audience is not expected to have any
significant background in acoustic simulation.
The course lectures cover three
main parts: Overview of different physically-based techniques to synthesize
sounds generated from colliding objects to liquid sounds; basic techniques used to turn the computed
sound reflection or diffraction paths into audible sound; exploit the
computational capabilities of current multi-core commodity processors for
real-time sound propagation and rendering for gaming and interactive
applications. The presentations will
include audio demonstrations that will highlight various processing components
in practice.
Each instructor has a research group that has been working on new
technologies related to sound synthesis, sound propagation or auralization.
Moreover some of the instructors have worked closely with game developers in
integrating these technologies. The presentation material is rather
introductory and audience will get an overview of sound rendering as well as
some recent research developments.
Course Schedule
8:30am: Introduction
(Manocha)
8:45am: Sound Rendering (Savioja)
9:20am: Interactive Sound Synthesis: Rigid Models; Liquid Sounds (Lin)
9:50am: Perceptual Audio Rendering
(Tsingos)
10:30am: Geometric
Sound Propagation (Manocha)
10:50am: Simulating Diffraction (Calamia)
11:20am: Numeric Sound Propagation (Lin)
11:40am: Accelerations
on multi-core CPUs and many-core GPUs (Manocha and Savioja)
12:00pm: Integration into Game Engines
(Tsingos)
List
of Papers
1. N. Raghuvanshi, C. Lauterbach, A. Chandak, D. Manocha and M. Lin,
“Real-Time Sound Synthesis and Propagation for
Games”, Communications of the ACM,
Vo. 50, No. 7, July 2007, pp. 67-73.
2. P. Calamia, B. E. Markham and U. P. Svennson, “Diffraction
Culling for Virtual-Acoustic Simulations”, ACTA ACUSTICA UNITED WITH ACUSTICA, Vol. 94, 2008, pp. 907-920.
3. P. Calamai and U. P. Svensson, “Fast
Time-Domain Edge-Diffraction Calculations for Interactive Acoustic Simulations”,
EURASIP Journal on Advances in Signal
Processing, ARTICLE ID 63560, 10 pages, 2007.
4. N. Bonneel, G. Drettakis, N. Tsingos, I. Viaud-Delmon and D.
James, “Fast Modal Sounds with Scalable
Frequency-Domain Synthesis”, Proc. Of
ACM SIGGRAPH, 2008, 10 pages.
5. T. Moeck, N. Bonneel, N. Tsingos, G. Drettakis, I. Viaud-Delmon
and D. Alloza, “Progressive Perceptual Audio
Rendering of Complex Scenes”, Proceedings
of Symposium on Interactive 3D Graphics, pp. 189-196, 2007.
6. N. Tsingos, “Using
Programmable Graphics Hardware for Auralization”, Proc. Of the EAA Symposium on Auralization, 2009, 10 pages.
7. L. Savijoa, J. Huopaniemi, T. Lokki, and R. Vannanen, “Creating Interactive Virtual Environments”, Journal of Audio Engineering Society,
Vol. 47, No. 9, pp. 675-705, September 1999.
8. N. Tsingos, E. Gallo, and G. Drettakis, “Perceptual Audio Rendering of Complex
Virtual Environments”, Proc. Of ACM
SIGGRAPH, 2004, 10 pages.
9. U. P. Svensson, R. Fred, and J. Vanderkooy, “An analytic
secondary source model of edge diffraction impulse responses”, Journal of Acoustic Society of America,
vol. 105, number 5, 14 pages, November 1999.
10. N. Raghuvanshi and M. Lin, “Interactive
Sound Synthesis for Large Scale Environments”, Proceedings of Symposium on Interactive 3D Graphics, 9 pages, 2006.
11. N. Tsingos, T. Funkhouser, A. Ngan, and I. Carlbom, “Modeling
Acoustics in Virtual Environments”, Proc.
Of ACM SIGGRAPH, 2001, 9 pages.
12. A. Chandak, L. Antani, M. Taylor, and D. Manocha, “FastV: From-point Visibility Culling and Application to Sound Rendering”, Technical Report TR09-008, Department of Computer Science, UNC Chapel Hill, 2009.