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
>
>
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-- 
Jeff Russell
Engineer, 8monkey Labs
www.8monkeylabs.com

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