TY - GEN
T1 - Modeling acoustics in virtual environments using the uniform theory of diffraction
AU - Tsingos, Nicolas
AU - Funkhouser, Thomas
AU - Ngan, Addy
AU - Carlbom, Ingrid
PY - 2001
Y1 - 2001
N2 - Realistic modeling of reverberant sound in 3D virtual worlds provides users with important cues for localizing sound sources and understanding spatial properties of the environment. Unfortunately, current geometric acoustic modeling systems do not accurately simulate reverberant sound. Instead, they model only direct transmission and specular reflection, while diffraction is either ignored or modeled through statistical approximation. However, diffraction is important for correct interpretation of acoustic environments, especially when the direct path between sound source and receiver is occluded.The Uniform Theory of Diffraction (UTD) extends geometrical acoustics with diffraction phenomena: illuminated edges become secondary sources of diffracted rays that in turn may propagate through the environment. In this paper, we propose an efficient way for computing the acoustical effect of diffraction paths using the UTD for deriving secondary diffracted rays and associated diffraction coefficients. Our main contributions are: 1) a beam tracing method for enumerating sequences of diffracting edges efficiently and without aliasing in densely occluded polyhedral environments; 2) a practical approximation to the simulated sound field in which diffraction is considered only in shadow regions; and 3) a real-time auralization system demonstrating that diffraction dramatically improves the quality of spatialized sound in virtual environments.
AB - Realistic modeling of reverberant sound in 3D virtual worlds provides users with important cues for localizing sound sources and understanding spatial properties of the environment. Unfortunately, current geometric acoustic modeling systems do not accurately simulate reverberant sound. Instead, they model only direct transmission and specular reflection, while diffraction is either ignored or modeled through statistical approximation. However, diffraction is important for correct interpretation of acoustic environments, especially when the direct path between sound source and receiver is occluded.The Uniform Theory of Diffraction (UTD) extends geometrical acoustics with diffraction phenomena: illuminated edges become secondary sources of diffracted rays that in turn may propagate through the environment. In this paper, we propose an efficient way for computing the acoustical effect of diffraction paths using the UTD for deriving secondary diffracted rays and associated diffraction coefficients. Our main contributions are: 1) a beam tracing method for enumerating sequences of diffracting edges efficiently and without aliasing in densely occluded polyhedral environments; 2) a practical approximation to the simulated sound field in which diffraction is considered only in shadow regions; and 3) a real-time auralization system demonstrating that diffraction dramatically improves the quality of spatialized sound in virtual environments.
KW - Beam Tracing
KW - Sound Visualization
KW - Spatialized Sound
KW - Uniform Theory of Diffraction
KW - Virtual Environments
UR - http://www.scopus.com/inward/record.url?scp=84881606167&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84881606167&partnerID=8YFLogxK
U2 - 10.1145/383259.383323
DO - 10.1145/383259.383323
M3 - Conference contribution
AN - SCOPUS:84881606167
SN - 158113374X
SN - 9781581133745
T3 - Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001
SP - 545
EP - 553
BT - Proceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001
PB - Association for Computing Machinery
T2 - 28th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2001
Y2 - 12 August 2001 through 17 August 2001
ER -