Title: Realtime Rendering of Aerodynamic Sound Using Sound Textures based on Computational Fluid Dynamics
1Real-time Rendering of Aerodynamic Sound Using
Sound Textures based on Computational Fluid
Dynamics
2Examples of aerodynamic sound
- Sound generated by swinging objects quickly
3Overview
- Introduction
- Related Work
- Principle and Prediction of Aerodynamic Sound
- Basic Idea of Our Method
- Computation of Sound Texture
- Real-time Sound Rendering
- Examples
- Conclusions
4Overview
- Introduction
- Related Work
- Principle and Prediction of Aerodynamic Sound
- Basic Idea of Our Method
- Computation of Sound Texture
- Real-time Sound Rendering
- Examples
- Conclusions
5Introduction
- Simulation of virtual environments
- voice, contact sound, etc.
- Improving reality of virtual environments
- need to find suitable sound
- quality depends on environment
6Introduction
- Physically-based sound synthesis
- compute waves based on physical simulation
- generate sound automatically according to
object motion
- Limited to sound due to solid objects
- wind(aerodynamic sound), water, explosion ...
7Goal and Feature
- Real-time rendering of aerodynamic sound
- source is not oscillation of solid objects
- creating sound textures for aerodynamic sound
- rendering sound in real-time according to
object motion
8Goal and Feature
- Sound by swinging sword and club
- Real-time sound rendering
- Sound synthesis depending on shapes and motion
of objects
9Overview
- Introduction
- Related Work
- Principle and Prediction of Aerodynamic Sound
- Basic Idea of Our Method
- Computation of Sound Texture
- Real-time Sound Rendering
- Examples
- Conclusions
10Related Work in CG
Takala92 Funkhouser99 Tsingos01
- simulate reflection/absorption due to objects
to compute sound taking into account geometric
relation between source and receiver
Hahn95OBrien01OBrien02van den doel01
- compute sound waves by numerical analysis of
subtle oscillation of objects
- No methods for aerodynamic sound
11Related Work in CFD
- Prediction of aerodynamic sound
Lele97
- to reduce noise due to high-speed
transportation facilities, etc.
- complex numerical fluid simulation
- not appropriate for real-time applications
- Makes use of methods developed in CFD
- Realizes real-time sound synthesis
12Overview
- Introduction
- Related Work
- Principle and Prediction of Aerodynamic Sound
- Basic Idea of Our Method
- Computation of Sound Texture
- Real-time Sound Rendering
- Examples
- Conclusions
13Principle and Prediction
- Source of aerodynamic sound
vortices
- subtle fluctuations of air pressure due to
vortices
- Lighthills basic theory in 1952
Ligh52
- numerical simulation of compressible
Navier-Stokes equations
? computationally expensive
14Curles Model
- Prediction by behavior of air near object
15Curles Model
- Prediction by behavior of air near object
16Curles Model
- Prediction by behavior of air near object
sound source function (SSF)
normal
pressure
g(t) (x component)
17Curles Model
- Prediction by behavior of air near object
sound source function (SSF)
18Curles Model
- Prediction by behavior of air near object
sound source function (SSF)
19Overview
- Introduction
- Related Work
- Principle and Prediction of Aerodynamic Sound
- Basic Idea of Our Method
- Computation of Sound Texture
- Real-time Sound Rendering
- Examples
- Conclusions
20Basic Idea
- not applicable to large object
- subdivide object into small regions
- equivalent to assuming independent virtual
point sound sources
21Basic Idea
- Computing sound texture (preprocess)
- Rendering aerodynamic sound (real-time)
22Basic Idea
- Computing sound texture (preprocess)
? table of sound source func.
- Rendering aerodynamic sound (real-time)
23Basic Idea
- Computing sound texture (preprocess)
? table of sound source func.
- Rendering aerodynamic sound (real-time)
24Basic Idea
- Computing sound texture (preprocess)
? table of sound source func.
- Rendering aerodynamic sound (real-time)
?values of SSF
?sound texture
SSF values (g1, g2, , gn)
receiver pos. q
25Basic Idea
- Computing sound texture (preprocess)
? table of sound source func.
- Rendering aerodynamic sound (real-time)
?values of SSF
?sound texture
? sound pressure
?Curles model
SSF values (g1, g2, , gn)
Curles model
receiver pos. q
26Basic Idea
- Computing sound texture (preprocess)
? table of sound source func.
- Rendering aerodynamic sound (real-time)
?values of SSF
?sound texture
? sound pressure
?Curles model
SSF values (g1, g2, , gn)
Curles model
receiver pos. q
27Overview
- Introduction
- Related Work
- Principle and Prediction of Aerodynamic Sound
- Basic Idea of Our Method
- Computation of Sound Texture
- Real-time Sound Rendering
- Examples
- Conclusions
28Computation of Sound Texture
- Fluid analyses for many directions and speeds
29Computation of Sound Texture
- Properties of aerodynamic sound
- frequency ? flow speed v
- amplitude ? (flow speed v )6
- Need only sound texture at base speed v0
- Reduce computation time and memory requirement
drastically
30Choosing 2D or 3D Fluid Analysis
Stick-like object
31Choosing 2D or 3D Fluid Analysis
speed v
time
v0
sound source pos.
1D sound tex.
32Choosing 2D or 3D Fluid Analysis
Stick-like object
2D sound tex.
1D sound tex.
2D analysis
Others
2D sound tex.
33Choosing 2D or 3D Fluid Analysis
2D sound tex.
3D analysis
34Choosing 2D or 3D Fluid Analysis
2D sound tex.
3D sound tex.
3D analysis
35Overview
- Introduction
- Related Work
- Principle and Prediction of Aerodynamic Sound
- Basic Idea of Our Method
- Computation of Sound Texture
- Real-time Sound Rendering
- Examples
- Conclusions
36Real-time Sound Rendering
- repeat for each time step Dt
37Real-time Sound Rendering
- repeat for each time step Dt
1. compute direction ci and speed vi
38Real-time Sound Rendering
- repeat for each time step Dt
1. compute direction ci and speed vi
2. compute SSF gi
39Real-time Sound Rendering
- repeat for each time step Dt
1. compute direction ci and speed vi
2. compute SSF gi
3. compute distance ri to receiver
40Real-time Sound Rendering
- repeat for each time step Dt
1. compute direction ci and speed vi
2. compute SSF gi
3. compute distance ri to receiver
4. compute sound pressure pv
Curles model
41Real-time Sound Rendering
- repeat for each time step Dt
1. compute direction ci and speed vi
2. compute SSF gi
3. compute distance ri to receiver
4. compute sound pressure pv
42Computation of SSF
- freq. ? speed v
- amp. ? (speed v )6
43Computation of SSF
vi
actual speed
vi(k)
Dt
k
t
s
w
sound texture (base speed v0)
44Computation of SSF
vi
actual speed
vi(k)
Dt
k
t
x(vi(k)/v0)6
s
vi(k)/v0xDt
w
sound texture (base speed v0)
45Computation of SSF
vi
actual speed
Dt
t
s
w
- blending for smooth transition
sound texture (base speed v0)
46Overview
- Introduction
- Related Work
- Principle and Prediction of Aerodynamic Sound
- Basic Idea of Our Method
- Computation of Sound Texture
- Real-time Sound Rendering
- Examples
- Conclusions
47Fluid Simulation Demo
- Sound texture for square prism for one
direction of flow
- length 50cm, side length 2.0cm
- base speed 10 m/s
- 2D analysis
- finite difference
48Real-time Sound Rendering Demo
49Application
- Bear swinging a huge club
- Warrior swinging two different swords
(image by TAITO)
50Conclusions
- Real-time rendering of aerodynamic sound
- sound texture based on CFD
- synthesis of sound waves using Curles model
- New element to improve realistic simulation of
virtual environments
51Acknowledgement
Atsushi Kunimatu (TOSHIBA Corp., Japan), Tunemi
Takahashi (TOSHIBA Corp., Japan), Naofumi Shibata
(TOSHIBA Info. Systems Corp., Japan)
- As for character animation
- People of GARAKUTA STUDIO (TAITO Corp., Japan)
- People of Project BUJINGAI (TAITO Corp., Japan)