Re: Spherical harmonics for room acoustic modelling
Jeff Russell <[email protected]> Sat, 17 Jul 2010 14:54:02 -0500
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
I don't have much to add on a technical level, other than to say I really like the sound of this idea (no pun intended). It does seem like maybe the problem has too many dimensions for just a simple SH encoded precomputation though. My SH powers are limited, but in lighting terms your problem sounds similar to determining the light passing through a point in space (the listener's head) from a single local light source. The folks over at Crytek are doing some interesting things with "light propagation volumes" for their new tech. Seems like a similar approach might work for determining audio propagation as well. http://www.crytek.com/technology/presentations/ Jeff On Sat, Jul 17, 2010 at 2:09 PM, Oscar Forth < [email protected]> wrote: > I will admit first off I don't have a great knowledge of things like > Pre-computed Radiance Transfer but I was having a chat with a colleague > recently on how audio research lags behind video research in gaming. > > One idea that we were talking about is using spherical harmonics in a > similar way to PRT to do some sort of Pre-computed Acoustic Transfer. > > Basically you'd add a new material type to a room that would give you the > sound reflectivity of a given surface. You could then use the same > techniques (obviously calculated with something like OpenCL) to give you a > good model of how sound moves round a room. Has anyone done anything like > this? > > It kinda struck me that you'd be able to model things like acoustic > reflections off a hard surface, acoustic dispersion from soft surfaces as > well as getting things like occluders thrown in as a bonus. Add to that you > could use the same techniques as are used for translucent surfaces to model > sound transfer through a surface and the slight bending of audio round > corners. > > Are there any papers on the subject at all? It struck me as something > worth finding more out about as it would give the ability to create truly > rich sound scapes with very little actual fiddling needed to get it right. > You'd just pass the model through your PAT calculation engine then play > sounds and get them playing right. > > Any thoughts? > > Cheers! > > Oscar > > > ------------------------------------------------------------------------------ > This SF.net email is sponsored by Sprint > What will you do first with EVO, the first 4G phone? > Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first > _______________________________________________ > GDAlgorithms-list mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com ------------------------------------------------------------------------------ This SF.net email is sponsored by Sprint What will you do first with EVO, the first 4G phone? Visit sprint.com/first -- http://p.sf.net/sfu/sprint-com-first _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list