![]() ![]() ![]() |
ABSTRACT: 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.
SUMMARY (中文總結): 我們的研究致力於在虛擬環境中模擬真實的聲音。根據物體的形狀、材質與外在作用力決定碰撞聲音位置,且根據傅立葉分析的結果決定碰撞聲音的頻率與振幅。我們的系統能夠在互動式環境之下即時合成合理的碰撞聲音,並且可以利用單指令多資料流或是其他的硬體加速架構加速我們的系統。
我們的系統包含四個主要元件:
1. 聲音分析元件
2. 物理模擬元件
3. 聲音合成元件
4. 聲音傳播元件 PROJECT MATERIAL: (picture gallery, video, software demo, talk slides, etc.) CITATION:
|