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声源和接收器指向性对交互式波动声传播的影响。

Source and listener directivity for interactive wave-based sound propagation.

机构信息

UNC Chapel Hill.

出版信息

IEEE Trans Vis Comput Graph. 2014 Apr;20(4):495-503. doi: 10.1109/TVCG.2014.38.

DOI:10.1109/TVCG.2014.38
PMID:24650976
Abstract

We present an approach to model dynamic, data-driven source and listener directivity for interactive wave-based sound propagation in virtual environments and computer games. Our directional source representation is expressed as a linear combination of elementary spherical harmonic (SH) sources. In the preprocessing stage, we precompute and encode the propagated sound fields due to each SH source. At runtime, we perform the SH decomposition of the varying source directivity interactively and compute the total sound field at the listener position as a weighted sum of precomputed SH sound fields. We propose a novel plane-wave decomposition approach based on higher-order derivatives of the sound field that enables dynamic HRTF-based listener directivity at runtime. We provide a generic framework to incorporate our source and listener directivity in any offline or online frequency-domain wave-based sound propagation algorithm. We have integrated our sound propagation system in Valve's Source game engine and use it to demonstrate realistic acoustic effects such as sound amplification, diffraction low-passing, scattering, localization, externalization, and spatial sound, generated by wave-based propagation of directional sources and listener in complex scenarios. We also present results from our preliminary user study.

摘要

我们提出了一种方法,用于为虚拟环境和计算机游戏中的基于波的交互式声音传播建模动态、数据驱动的源和听众指向性。我们的定向源表示为基本球谐(SH)源的线性组合。在预处理阶段,我们预先计算并编码每个 SH 源产生的传播声场。在运行时,我们交互式地执行变化的源指向性的 SH 分解,并将总声场计算为预计算的 SH 声场的加权和。我们提出了一种基于声场高阶导数的新颖的平面波分解方法,该方法支持运行时基于 HRTF 的听众指向性。我们提供了一个通用框架,可将我们的源和听众指向性集成到任何离线或在线频域基于波的声音传播算法中。我们已经将我们的声音传播系统集成到 Valve 的 Source 游戏引擎中,并使用它来演示由定向源和听众在复杂场景中的基于波的传播产生的现实声学效果,例如声音放大、衍射低通、散射、定位、外部化和空间声音。我们还展示了我们初步用户研究的结果。

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