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arXiv 2107.11548cs.SDcs.GReess.AS
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用于预先计算的交互式声传播的动态门户遮挡

Dynamic Portal Occlusion for Precomputed Interactive Sound Propagation

Microsoft Research(微软研究院)

Nikunj Raghuvanshi

摘要:

游戏和虚拟现实中的沉浸式视听体验需要快速计算基于衍射的声学效果。为了保持可扩展性,效果必须在几何复杂场景中保持源和收听者运动的空间平滑度。预先计算的基于波的技术可以以低运行时CPU成本渲染这样的结果,但仍然限于静态场景。对动态门户(如门)的遮挡效果进行建模是保持视听一致性的一个尚未解决的挑战。我们提出了一个快速的解决方案,可实现为一个下拉扩展到现有的预计算系统。Key是一种新颖的门户搜索方法,它利用预先计算的传播延迟和方向数据,在运行时找到连接动态源和侦听器的衍射最短路径的门户。在最坏的情况下,该方法与门户的数量呈线性关系,远比显式全局路径搜索与场景区域成比例。我们将讨论进一步加速的剔除技术。搜索算法与几何声学近似相结合,以模拟额外的直接和间接的能量损失,从干预门户网站取决于他们的动态关闭状态。我们展示了合理的视听动画在我们的系统集成虚幻引擎4(TM)和AudioKinetic Wwise(TM)。

英文摘要:

An immersive audio-visual experience in games and virtual reality requires fast calculation of diffraction-based acoustic effects. To maintain plausibility, the effects must retain spatial smoothness on source and listener motion within geometrically complex scenes. Precomputed wave-based techniques can render such results at low runtime CPU cost, but remain limited to static scenes. Modeling the occlusion effect of dynamic portals such as doors present an unresolved challenge to maintain audio-visual consistency. We present a fast solution implementable as a drop-in extension to existing precomputed systems. Key is a novel portal-search method that leverages precomputed propagation delay and direction data to find portals intervening the diffracted shortest path connecting dynamic source and listener at runtime. The method scales linearly with number of portals in worst case, far cheaper than explicit global path search that scales with scene area. We discuss culling techniques to accelerate further. The search algorithm is combined with geometric-acoustic approximations to model the additional direct and indirect energy loss from intervening portals depending on their dynamic closure state. We demonstrate plausible audio-visual animations within our system integrated with Unreal Engine 4 (TM) and AudioKinetic Wwise (TM).

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