Physically Based Sound
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Transcript Physically Based Sound
Physically Based Sound
UNC-CH 259 Physically Based
Class lecture, April 1st 2002
Vincent Scheib
Overview
Summary & Introduction to Audio
Case study of 3 recent papers
Audio Synthesis Overview:
Adapted from the Siggraph 2000 Course Notes
by Perry R. Cook found here:
http://www.cs.princeton.edu/~prc/CookSig00.pdf
Audio Synthesis Overview:
Views of Sound
Time Domain
x(t)
From physics
Related to production
Frequency Domain
From math
Related to perception
x(f)
Audio Synthesis Overview:
Time Domain
Forces cause
acceleration
> velocity
> > position changes over time
Position changes cause sound waves over time
Audio Synthesis Overview:
Frequency Domain
Physical systems have vibration modes
(damped oscillations)
Think of the modes on a string:
The frequency determines
the mode
Specific Frequencies appear over time
Solutions are sums of damped sines
Audio Synthesis Overview:
Spectra
Plots over
frequency
and time of
Magnitude
Phase
Overview of not-so-physicallybased work
Magnitude
– Generate varying magnitudes over time
Stochastic
– Random methods, using statistics
Residual
– The difference between simulated and real instrument
Transients
– Swells in sound across all frequencies
Subtractive Synthesis (formants)
– Shape the global frequency envelope
Physically Based Methods
Modal Synthesis
Specific Models
String, Tube, Bar, Plate
Human head
Whistle, Maraca
What I’m not talking about
Enviromental analysis/simulation
How does sound propagate from a source to
your perception:
Direct transmission through media (air)
Reflected transmission (similar to global illumination)
Affected by shape of ears and your thick head
You have 2 ears, two sources
Recent Papers
Synthesizing Sounds from Physically Based
Motion
James O’Brien, Cook, Essl – siggraph 2001
FoleyAutomatic: Physically-based Sound Effects
for Interactive Simulation and Animation
Kees van den Doel, Kry, Pai – siggraph 2001
Real-Time Modeling of Sound and Deformation
James O’Brien – GDC 2002
Synthesizing Sounds from P. B. M.
Basic Idea
Deformable simulation with really tiny time
steps
Compute sound from change in pressure of air
along object’s surface
Synthesizing Sounds from P. B. M.
Requirements of System
Temporal Resolution
must capture 20,000Hz
Deformation Modeling
Rigid body, and intertia-less, solutions not sufficient
Surface Representation
Requires explicit surface, to solve for air vibration
Physical Accuracy
Audio more sensitive than just animation
Synthesizing Sounds from P. B. M.
Getting Pressure
For each triangle, get a normal and velocity
Pressure from velocity dot normal
pressure = velocity . Normal
Also compute area of that triangle
Filter out in-audible frequencies
They cause unwanted ailiasing and DC components.
Synthesizing Sounds from P. B. M.
Hearing the Sound
Simple version in this paper:
Record only direct “line of sight” sound
Diminish by “visible” area
Divide by distance from viewer
– Should be distance squared, but microphones and ears
respond to √(sound wave energy)
Account for delay by computing distance to
camera and using speed of sound.
Synthesizing Sounds from P. B. M.
Results
Movie
http://www.cs.berkeley.edu/~job/Projects/SoundGen/video.html
Several objects being bonked to make noise.
Takes a LONG TIME to compute.
– Hours!
– Days!
FoleyAutomatic
Basic Idea
Real-time
Uses modal models
Special cases for:
Impact
Rolling
Sliding
FoleyAutomatic
Modal Resonance Models
Modal model consists of three things
F = N Modal frequencies
D = N Decay rates
A = N by K gains,
– N = number of modal frequencies modeled
Decay
– K = number of
discrete locations on an object
Frequency
Gain
Outputk(T) =
n=1..N( Ank e-Dn*Tsin(2pi FnT) )
FoleyAutomatic
Requirements of System:
Multi-body Dynamics
Rolling, sliding contacts
Smooth surfaces
Smooth continuous contact
This paper used Loop subdivision surfaces
FoleyAutomatic
Impact!
Two most distinguishing characteristics:
Energy transfer
– Force magnitude
Hardness
– Force duration (shorter == harder)
FoleyAutomatic
Scraping & Sliding
Play back a recording of scraping noise at
variable rate based on velocity
recording from pre-simulation or acquired data
Audio volume = (velocity * normal_force)
FoleyAutomatic
Sound Profile
Fractal noise
amplitude of harmonics fit to real world data.
FoleyAutomatic
Rolling
Very uncertain area
Rolling has “softer contacts”, thus only use the
low frequecies of a sound profile?
Works okay, not great
Rolling contact forces seem to be tied to the
modes of the objects – audio feedback into
forces – no longer linear – AAHHH!!
FoleyAutomatic
Results
Movie
http://www.cs.ubc.ca/~pai/movies/foleyautomatic.mpg
Real-Time Modeling of Sound
and Deformation
Slides & movies available at
http://www.cs.berkeley.edu/~job/Talks/