Re: Spherical harmonics for room acoustic modelling

Oscar Forth <[email protected]> Sat, 17 Jul 2010 21:22:26 +0100
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Sweet!  I'll take a look, ta :)

You wouldn't happen to have any links that would save me a bit of time and
google trawling?  No worries if not :)

On 17 July 2010 21:03, Deano <[email protected]> wrote:

>  Search for wave tracing in the literature. For acoustics, wave behavior
> is vital unlike most lighting equations, as such you need to model waves
> transfer and also for most audio surfaces unlike visual surfaces they are
> not 100% reflective and so subsurface scattering is way more important.
>
>
>
> There is some interesting work out there, including at least one GPGPU
> real-time system.
>
>
>
> Deano
>
>
>
> *From:* Oscar Forth [mailto:[email protected]]
> *Sent:* 17 July 2010 20:10
> *To:* Game Development Algorithms
> *Subject:* [Algorithms] Spherical harmonics for room acoustic modelling
>
>
>
> 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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