|聲音分析 頻率分布 物理模擬及應用展示||
Sound simulation has increasingly impacted recent computer graphics research; it aims at simulating realistic sound in virtual realities. In traditional applications such as computer animations, movies, and flight simulators, sound comes from dubbing or post-production. Such methods require huge effort and large quantities of storage; they inevitably yield inconsistencies between sound and animation. Here we aim to produce a more realistic virtual environment and optimize time cost in producing contact sound using our new proposed methods.
Contact sound positions and magnitudes are determined according to object’s shape and external force. Sound frequency and amplitude is computed using results from Fourier analysis, with quality scaling. Our system provides reasonable collision sound under interactive rates, and can be further accelerated with SIMD instructions or other hardware acceleration architectures.
PROJECT MATERIAL: (picture gallery, video, software demo, talk slides, etc.)