Abstract:Virtual environment research has focused on interactive image generation and has largely ignored acoustic modeling for spatialization of sound. Yet, realistic auditory cues can complement and enhance visual cues to aid navigation, comprehension, and sense of presence in virtual environments. A primary challenge in acoustic modeling is computation of reverberation paths from sound sources fast enough for real-time auralization. We have developed a system that uses precomputed spatial subdivision and "beam tree"… Show more
“…Diffuse reflection and diffraction of sound are not currently incorporated in the BTR. These phenomena are already solved with the beam tracing method, and published by several authors (Farina, 2000;Drumm, 2000;Funkhouser et al, 1998;Tsingos, Funkhouser, 2001). The BTR has been specialized to include the refraction.…”
Section: Models and Methodsmentioning
confidence: 99%
“…Funkhouser et al (1998) presented an implementation of the beam tracing method for interactive auralization of architectural environments. Using spatial data structures, they achieved the performance required for interactive simulation of a moving listener and a stationary source.…”
Section: Previous Workmentioning
confidence: 99%
“…The ending triangle of the beam is the place where the beam leaves the entity, if it is refracted, or the place where the beam is returned back to the entity, if it is reflected. In classical beam tracing, such as the method developed by Drumm (2000) and Funkhouser et al (1998), beams have polygonal cross sections. The advantage of such an approach is that fewer beams are needed to trace a scene than are necessary with triangular beams.…”
This paper presents the beam tracing with refraction method, developed to examine the possibility of creating the beam tracing simulation of sound propagation in environments with piecewise nonhomogenous media. The beam tracing with refraction method (BTR) is developed as an adaptive beam tracing method that simulates not only the reflection but also the refraction of sound. The scattering and the diffraction of sound are not simulated. The BTR employs 2D and 3D topology in order to efficiently simulate scenes containing non-convex media. After the beam tracing is done all beams are stored in a beam tree and kept in the computer memory. The level of sound intensity at the beginning of each beam is also memorized. This beam data structure enables fast recalculation of results for stationary source and geometry. The BTR was compared with two commercial ray tracing simulations, to check the speed of BTR algorithms. This comparison demonstrated that the BTR has a performance similar to state-ofthe-art room-acoustics simulations. To check the ability to simulate refraction, the BTR was compared with a commercial Finite Elements Method (FEM) simulation. In this comparison the BTR simulated the focusing of the ultrasound with an acoustic lens, with good accuracy and excellent performance.
“…Diffuse reflection and diffraction of sound are not currently incorporated in the BTR. These phenomena are already solved with the beam tracing method, and published by several authors (Farina, 2000;Drumm, 2000;Funkhouser et al, 1998;Tsingos, Funkhouser, 2001). The BTR has been specialized to include the refraction.…”
Section: Models and Methodsmentioning
confidence: 99%
“…Funkhouser et al (1998) presented an implementation of the beam tracing method for interactive auralization of architectural environments. Using spatial data structures, they achieved the performance required for interactive simulation of a moving listener and a stationary source.…”
Section: Previous Workmentioning
confidence: 99%
“…The ending triangle of the beam is the place where the beam leaves the entity, if it is refracted, or the place where the beam is returned back to the entity, if it is reflected. In classical beam tracing, such as the method developed by Drumm (2000) and Funkhouser et al (1998), beams have polygonal cross sections. The advantage of such an approach is that fewer beams are needed to trace a scene than are necessary with triangular beams.…”
This paper presents the beam tracing with refraction method, developed to examine the possibility of creating the beam tracing simulation of sound propagation in environments with piecewise nonhomogenous media. The beam tracing with refraction method (BTR) is developed as an adaptive beam tracing method that simulates not only the reflection but also the refraction of sound. The scattering and the diffraction of sound are not simulated. The BTR employs 2D and 3D topology in order to efficiently simulate scenes containing non-convex media. After the beam tracing is done all beams are stored in a beam tree and kept in the computer memory. The level of sound intensity at the beginning of each beam is also memorized. This beam data structure enables fast recalculation of results for stationary source and geometry. The BTR was compared with two commercial ray tracing simulations, to check the speed of BTR algorithms. This comparison demonstrated that the BTR has a performance similar to state-ofthe-art room-acoustics simulations. To check the ability to simulate refraction, the BTR was compared with a commercial Finite Elements Method (FEM) simulation. In this comparison the BTR simulated the focusing of the ultrasound with an acoustic lens, with good accuracy and excellent performance.
“…Many CG-related studies address such implementations in real time. Procedures have been described for applying the beam tracing method [20][21][22][23][24] and managing acoustic sources by employing clustering [25].…”
A technology for automatically creating and adding sound to interactive CG animations of spark discharges in an efficient way has been developed. In the procedure proposed in this paper, the user inputs the electric charge distribution, boundary conditions and other parameters affecting the initiation of electric discharges in virtual space. The animation of the discharge is then created by generating and rendering the profile of the discharge pattern. The sound synchronized with the animation is automatically generated in an efficient way. The noises generated by spark discharges are shock waves, which exhibit complicated behavior; however, in this study, an empirical profile for a shock wave is employed to efficiently generate the acoustic waveform. Effective procedures for expressing lightning discharges and continuous discharges are also proposed. In this paper, we present the details of our technique and demonstrate its effect and efficiency by giving many experimental examples. We investigated the parameters and waveforms employed in this study to demonstrate the validity of this procedure.
“…The technique used is object precise polygonal beam tracing [35,36]. A beam consists of a group of rays, coherent in space (following about the same path) and bounded by the objects in the simulation area.…”
The development and validation of a model for dynamic traffic noise prediction is presented. The model is composed of a GIS-based traffic microsimulation part coupled with an emission model, and a beamtrace-based 2.5D propagation part, which takes into account multiple reflections and diffractions. The model can be used to analyze the influence of real urban traffic situations (e.g., traffic flow management, road saturation) in the usual equivalent sound level maps. However, it also allows to calculate and visualize statistical noise levels and indicators derived from them. Novel descriptors based on the power spectrum of noise level fluctuations can be obtained. A part of Gentbrugge, Belgium, is taken as a validation area; different traffic demand scenarios are simulated.
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