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Echo and Bounce

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Realistic Graphics. Past Research. Synthesizing Sounds from Rigid ... Simulating a stable mass is free. If all the masses are stable, the entire proxy is stable ... – PowerPoint PPT presentation

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Title: Echo and Bounce


1
Echo and Bounce
  • Marc OMorain

2
Presentation
  • About 15 Minutes of PowerPoint
  • 5 Minutes of video and demonstration
  • Please ask questions at any time

3
A Rabbit
4
A Visual Proxy
5
A Physical Proxy
6
An Audio Proxy
  • This project will explore the idea of using an
    audio proxy
  • A proxy to generate sound

Visual Proxy
Physical Proxy
Audio Proxy
Realistic Movement
Realistic Sound
Realistic Graphics
7
Past Research
  • Synthesizing Sounds from Rigid-Body Simulations.
  • O'Brien, J. F.Shen, C., Gatchalian,
    (SIGGRAPH 2002)
  • Synthesizing Sounds from Physically Based Motion.
  • O'Brien, J. F., Cook, P. R., Essl G.,
    (SIGGRAPH 2001)
  • FoleyAutomatic Physically-based Sound Effects
    for Interactive Simulation and Animation
  • K. van den Doel, P. G. Kry and D. K. Pai,
    (SIGGRAPH 2001)

8
Why?
  • Why is this useful?
  • No need to record sounds
  • Information needed is in physics engine already
  • What is new?
  • Level of detail
  • Using mass springs no pre-computation

9
What is an Audio Proxy
  • What is an audio proxy made of?
  • Masses and Springs
  • Tetrahedra
  • How do we build one?

10
Mass Spring System
11
Mass Spring System
  • When a spring is at rest it has no resultant
    effect on masses
  • When compressed, pushes two masses away from each
    other
  • When extended, pulls two masses toward each other

12
3D Meshes
  • A triangular mesh can approximate any 3D surface
  • Commonly used in graphics
  • Just a skin
  • No Volume
  • No Density

13
Tetrahedra
  • A Tetrahedron is a 4 sided shape
  • (Triangular based pyramid)
  • Made from 4 triangles
  • Collection of tetrahedra can approximate any 3D
    volume

14
Mass Spring Tetrahedra
  • Create tetrahedra from mass-spring system
  • Soft body of any shape can be created
  • This is how all objects in the project are
    represented

15
Digital Audio
Time
-
Amplitude
16
Sound Generation
  • Sound Generation

17
Sound Generation
Apply A Force
Resultant Vibration
18
Sound Generation
  • For each face
  • Find displacement at each vertex
  • Find average displacement
  • Multiply by area
  • Wave ampltiude
  • (Average displacement area)

19
Vibration to Sound
Time
20
Up Sampling
  • Take samples at quite a low granularity
  • Fit a hermite curve to the sample data
  • Re-sample from curve at higher resolution
  • Sample at CD-quality

21
1st Major Problem
  • The Sound was crackling
  • Reason
  • Hermite curve blends between 4 values
  • Dont know what is coming in the future
  • Assume Zero
  • Curve goes below zero

(unsigned short) -0.00007f 65536
22
A Click _at_ 33Hz
65536
16-bit
0
23
Simulation
  • Simulation

24
Mass Stability
  • Each Mass in the system has a short term memory
    (Last 5 timesteps)
  • At each timestep current movement is added to
    memory
  • If the mass does not remember moving
  • It is stable
  • Masses will stay stable until an external force
    acts on them (Newtons 1st Law)

25
Audio Proxy Stability
  • Simulating a stable mass is free
  • If all the masses are stable, the entire proxy is
    stable
  • Simulating a stable proxy is free

26
A Physics Engine
  • This is not a physics engine
  • All external forces will come from a physics
    engine
  • When a collision happens, the physics engine will
    provide
  • The Point of collision
  • A Force

27
Objects in Model Space
  • All objects are kept in model space
  • (All at the origin)
  • All models are independent from each other
  • Simulate all models seperately

28
Levels of Detail
  • Levels of Detail

29
Levels of Detail
  • Because this project uses
  • Up sampling
  • Separate Models
  • Different timesteps for each model
  • Small timestep for close objects
  • Larger timestep when further away

30
Different Sampling Rates
Low Sampling Rate
Higher Sampling Rate
31
Levels of Detail
  • Simulation time is proportional to
  • Number of masses in the system
  • Number of springs in the system
  • System with s springs and m masses
  • Time t per calculation is

32
Levels of Detail
6 Tetrahedra
166 Tetrahedra
24 Tetrahedra
33
Variable Level Of Detail
Listener is far away Low level of detail
34
Variable Level Of Detail
Listener is medium distance - Higher level of
detail
35
Variable Level Of Detail
Listener is very close - Highest level of detail
36
Resonance
37
A Screenshot
38
A Screenshot
Sound Wave (Left and right channels)
39
A Screenshot
Field Of Vision (Blue Cone)
40
A Screenshot
Level of Detail Selection
41
A Screenshot
Click to apply a force
42
Echo and Bounce
  • Now for some videos
  • and a demonstration
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