Overview - UCL Computer Science
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Transcript Overview - UCL Computer Science
Audio Systems
Survey of Methods for Modelling
Sound Propagation in
Interactive Virtual Environments
Ben Tagger
Andriana Machaira
Overview Part 1
Audio Systems and Virtual Environments
Basics of Real & VR World Acoustics
Basics of the Human Hearing
Auralization
Room Effects
Overview Part 2
Some Basic Sound Theory
Characteristics of Sound
Methods of simulating the propagation of
Sound through an Environment
Spatialisation Demo
The need of audio in VR
Additional channel of communication
Formation of spatial information
Localisation of objects
Data-driven sound
Simulation of ‘coctail party effect’
Sound enhances the presence in the VR
Basics of Real World Acoustics
The sound source
→ Object that emits sound waves
The acoustic environment
→ absorbtion, reflection, refraction
and diffraction of sound waves
The listener
→ From the arriving waves the listener extract
information about the sound sources and the
environment.
Basics of VR World Acoustics
The auditory actor
→Entity emitting sounds through its interface.
The auditory space
→The environment that has to be modeled. An auditory
space object models the geometry of the enclosures in
the world.
The listener
Basics of Human Hearing
Interaural
intensity difference (IID)
→ a sound is louder at the ear that it is closer to
Interaural
time difference (ITD).
→ a sound will arrive earlier at one ear than the other.
Ear pinna
→ key to accurately localizing sounds in space for
wavelengths in the centimeter range or smaller.
Basics of Human Hearing
acoustic transmission pathway into the ear [2]
Head Related Transfer Function
HRTF
HRTF representation [2]
3D interactive Sound System
Sounds are projected
→ in all three dimensions
→ in real-time and interactive rates
→ with the less coloring (tonal changes)
introduced by processing
Auralization.
Auralization is the process of rendering audio
data by digital means to achieve a 3D sound
space.
Principle → Binaural human hearing
Extract information about the location
of sound sources.
Auralization Processing Pipeline
Basic Auralization Pipeline [4]
Modeling sound propagation
Sound propagation paths from a source (A) to a receiver (R) [4]
Part II Overview
Some Basic Sound Theory
Characteristics of Sound
Methods of simulating the propagation of
Sound through an Environment
• Numerical Solutions
• High Frequency Approximations
• Perceptually-based Statistical Models
Spatialisation Demo
Basic Sound Theory
“No one can hear you scream in Space.”
Hit a Tuning fork
Tuning fork vibrates and hits the air molecules next to
it
These air molecules hit the ones next to them
And so on…
Doesn’t work in a vacuum.
Characteristics of Sound
Wavelength
Speed
Dynamic Range
Latency and Update Rate
Wavelength
Wavelengths range - between 0.02 and 17 meters (20 KHz
and 20 Hz respectively)
Reflections are largely specular for large flat surfaces (i.e.,
walls)
Diffraction of sound occurs around obstacles of the same size
as the wavelength (i.e., tables)
Small objects have little effect on the sound field (for all but
the highest wavelengths.
Speed
343 MSec-1
Far slower than light
Propagation delays are perceptible to humans.
Sound arrives at the receiver at different times
Dynamic Range/
Latency & Update Rate
Sensitivity of the Human Ear
The effects of late sound reverberation are much
more significant than for illumination
Timing requirements
System latency and update rates can have a
significant impact on perceived quality of the
environment.
Some Approaches
Computational methods for simulating the
propagation of sound through an environment.
• Numerical Solutions to Wave Equations
• High Frequency approximation based on geometric
propagation paths
• Perceptually-based statistical models
Numerical Solutions – Finite and
Boundary Element Methods
Boundary/Finite Element
Methods
Subdivide space into elements
Elements are small compared to
a wavelength
Each element provides a linear
equation
Equations are solved with large
amounts of Maths
The acoustic field is calculated
at various points of interest.
Mental Image
Where am I?
Sounds
Magic Box of
Maths
Elements
Your
Sound
Geometric Methods
Model acoustic effects with computations based on
ray theory.
Assume that sound wavelengths are significantly
smaller than the size of obstacles.
Algorithm finds ray paths along which a sound can
travel.
Mathematical models are used to approximate filters.
Propagation Paths
Artificial Reverberation Models
Spatialisation Demo
References
[1] http://www.acoustics.hut.fi/research/aurilization.html
[2] http://www.headwize.com/tech/sibbald_tech.htm
[3] http://alumnus.caltech.edu/~franko/thesis/Chapter1.html
[4] Survey of Methods for modeling Sound Propagation in
interactive Virtual Environment Systems, T. Funkhouser,
N. Tsingos, J.-M. Jot (2004), accepted for publication in
Presence, 2004