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Computation of room acoustics using programable video hardware

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Computation of room acoustics using programable video hardware ... purely specular model. M. Jedrzejewski, K.Marasek, Warsaw ICCVG, 22-24.09.2004. Multimedia Chair ... – PowerPoint PPT presentation

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Title: Computation of room acoustics using programable video hardware


1
Computation of room acoustics using programable
video hardware
  • Marcin Jedrzejewski Krzysztof Marasek

2
Presentation plan
  • Acoustics computational methods
  • Graphical Processing Unit ( GPU ) programming
    model
  • Used acoustic model
  • Used algorithms and data structures
  • Implementation on GPU
  • Results
  • Conclusions and further work
  • Demo movie

3
Room acoustics
  • - Image sources
  • Computationally ineffective
  • Geometrical methods
  • - Beam tracing
  • Not very scaleable
  • Ray tracing
  • Point sound source
  • Receiver aproximated by sphere
  • Each position change requires
  • recomputation

Echogram
4
Room representation
  • 3D geometry
  • Walls are made of polygons
  • Each wall contains information on its absorption
    coeficient
  • Scene contains also positions of sound source
  • and receiver

5
GPU programming model
  • Streaming processor - the same program is
    executed parallely but with different data on
    input. Each program produces output data.
  • Programs that are executed are also known as
    kernels or Pixel Shaders
  • HLSL as programming language, very similar to C
  • Input and output data is stored in a form of
    textures which are blocks of memory stored on
    video card

6
Program execution
  • Data (like rays) are loaded to input texture
  • Quad (rectangle composed of two triangles) is
    rendered, for each processed texel, pixel shader
    is executed
  • HLSL program can read from many different
    textures but can write up to 16 floating point
    values (using MRT)
  • Many passes of this algorithm

7
Acoustics model
  • One frequency band is used for
  • material absorption
  • High number of reflections (15 - 25)
  • No diffraction, refraction, diffusion
  • purely specular model

8
Space division algorithms used
  • Constructive Solid Geometry (CSG) to remove all
    illegal geometry
  • Binary Space Partitioning (BSP) to partition
    space into
  • convex subspaces
  • Portal calculation to find ways
  • between subspaces
  • Further subspaces division
  • required for efficient GPU
  • implementation

9
Execution flow
  • CSG, BSP, Portals, ...
  • Generation of rays on sphere surface, uploading
    textures to video card
  • Propagation of rays through portals and
    reflecting them from walls
  • Retrieving video memory with computed rays and
    building echogram
  • Using echogram to generate spatial sound

10
Results
  • Almost 100 mln ray - triangle intersections
    checks per second
  • Computation of above 16000 rays with 10
    reflections in two room enviroment takes 30ms

11
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12
Conclusions and further work
  • Real-time computation of echogram with the use of
    ray tracing algorithm
  • CPU can execute other code parallely when GPU is
    computing ray reflections
  • Making use of NVIDIA Geforce 6800 or ATI X800
    cards
  • Making use of PCI-Express architecture (even 16ms
    speed up possible)
  • Mapping cone or pyramid tracing algorithms for
    early reflections and using raytracing for late
    reverberation
  • Better optimizations with model 3 of PS and VS

13
Demo movie
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