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Waveguidebased Room Acoustics using Graphics Hardware

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Waveguide-based Room Acoustics using Graphics Hardware ... Waveguide data (t-1, t) (R and B channel) Geometry, material and boundary conditions (G channel) ... – PowerPoint PPT presentation

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Title: Waveguidebased Room Acoustics using Graphics Hardware


1
Waveguide-based Room Acoustics using Graphics
Hardware
Niklas Röber, Martin Spindler, Maic
Masuch University of Magdeburg
2
Outline
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Motivation
  • Waveguide meshes and sampling lattices
  • GPU-based implementation
  • Results and discussion
  • Summary and future work

3
Outline
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Motivation
  • Waveguide meshes and sampling lattices
  • GPU-based implementation
  • Results and discussion
  • Summary and future work

4
Research
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Games Research Group University of Magdeburg
  • Tools and techniques for future games
  • Non-photorealistic rendering and cinematography
  • Interactive digital storytelling and authoring
    techniques
  • Audiogames
  • 3D virtual auditory environments
  • Audiogames and augmented audio reality
  • Interactive audiobooks
  • Sound rendering and synthesis (3D, room acoustics)

5
Motivation
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Audiogames and auditory displays
  • Non-realistic audio environment
  • High quality 3D sound and room acoustic
    simulations
  • Similarities between sound and light propagation
  • Sophisticated and fast algorithms to render
    visual scenes
  • Powerful graphics hardware
  • AMD 64 ( 8 GFlops) vs. nvidia 7900 GTX ( 250
    GFlops)
  • Very fast for parallelizable problems
  • Various GPGPU applications

6
Outline
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Motivation
  • Waveguide meshes and sampling lattices
  • GPU-based implementation
  • Results and discussion
  • Summary and future work

7
Waveguide meshes
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Time domain finite difference models
  • Bi-linear delay lines arranged in a mesh like
    structure
  • Scattering junctions are of equal impedance
  • Sum of inputs sum of outputs
  • Pressure equal at crossings
  • Modeling of boundary conditions
  • Limitations
  • Direction dependent dispersion error
  • Finite mesh resolution / sampling
    frequency

8
Optimal Sampling
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Hexagonal lattices have a higher packing density
  • More optimal sampling
  • Spherically band limited signals
  • Unit length increases to
  • less samples in 3D
  • 8 neighbors with 4 axes of propagation
    and 4 delay lines
    per node
  • Used in compression, scientific
    visualization and image processing

9
BCC Waveguide Mesh
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Update frequency with unit length
  • One BCC unit cell consist of 2 nodes and 8 delay
    lines
  • Frequency dispersion with
    max. error 4.7 , compared to 7.3 (3D CC)
    (Campos and Howard 2005)
  • Sampling efficiency

10
Outline
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Motivation
  • Waveguide meshes and sampling lattices
  • GPU-based implementation
  • Results and discussion
  • Summary and future work

11
GPU-based Implementation
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Implementation based on 3D textures, fragment
    shaders and framebuffer-objects (fbo)
  • Two 32-bit float textures (RGB)
  • Waveguide data (t-1, t) (R and B channel)
  • Geometry, material and boundary conditions (G
    channel)
  • Shader computes / samples texture using screen
    aligned slicing planes

12
Waveguide Shader
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • 1 uniform float layer
  • 2 uniform vec3 stepX, stepY, stepZ
  • 3 uniform sampler3D tex
  • 4 vec3 pos vec3(gl_TexCoord0.xy, layer)
  • 5
  • 6 vec4 center texture3D(tex, pos)
  • 7 vec4 left texture3D(tex, pos - stepX)
  • 8 vec4 right texture3D(tex, pos stepX)
  • 9 vec4 up texture3D(tex, pos stepY)
  • 10 vec4 down texture3D(tex, pos - stepY)
  • 11 vec4 front texture3D(tex, pos stepZ)
  • 12 vec4 back texture3D(tex, pos - stepZ)
  • 13
  • 14 float ampl left.r right.r up.r
    down.r
  • 15 ampl front.r back.r
  • 16 ampl ampl 0.3333 - center.b
  • 17 gl_FragColor vec4(ampl, center.g, center.r,
    1.0)

Waveguide fragment shader (Cartesian Lattice)
13
BCC Implementation
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • BCC lattice decomposed into two CC textures
  • Base grid (R and G), offset grid (B and A) for
    t-1 and t
  • One additional 3D texture (geometry, boundary
    conditions)
  • BCC fragment shader
  • Indexing adjusted for two textures
  • Two nodes computed in one step
  • Overall less computations

14
Outline
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Motivation
  • Waveguide meshes and sampling lattices
  • GPU-based implementation
  • Results and discussion
  • Summary and future work

15
Results and Discussion
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Benchmarks 2D, 3D CC and 3D BCC
  • Software (CPU) and Hardware (GPU)
  • Comparison CC and BCC lattices
  • Examples
  • Wavefield synthesis
  • Impulse responses (3D CC, 3D BCC)

16
Benchmarks 2D
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • AMD 64 4000 single core PC with 1 GB main memory
  • nvidia GeForce 7800GT with PCIe interface

17
Benchmarks 3D
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • cp with glCopyTexSubImage3D
  • ncp without glCopyTexSubImage3D

18
Rectilinear vs. Hexagonal
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
CC
BCC
19
Wavefield Synthesis
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • 21 sound sources
  • Sine wave pulse
  • Anechoic walls (top, bottom, right)
  • Phase-rev. reflection (left, middle obstacle)

20
Impulse Responses
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Original sound ( The Notwist )
  • Low-pass filtered
  • 3D CC room acoustics
  • 3D BCC room acoustics

21
Outline
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Motivation
  • Waveguide meshes and sampling lattices
  • GPU-based implementation
  • Results and discussion
  • Summary and future work

22
Summary
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • Novel and fast technique for wave propagation
    using waveguide meshes
  • Exploiting powerful graphics hardware with
    build-in visualization
  • Up to 15 20 times faster
  • Additional improvements through hexagonal
    sampling
  • Open questions / problems
  • CC vs. BCC (quality)
  • Missing 3D fbo extension

23
Future Work
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • GPU accelerated ray-acoustic simulations
  • Global illumination (phonon mapping, spherical
    harmonics, BRDF)
  • Raytracing (particles, raycasting)
  • Combination of GPU-based wave- and ray-acoustics
  • Evaluation of physics hardware (Ageias PPU)
  • Mass-spring system
  • Particles, raycasting

24
Thank you for your attention!
Outline Motivation Waveguides and Sampling
GPU Implementation Results Conclusion
  • More Information
  • games.cs.uni-magdeburg.de/acoustics
  • niklas_at_isg.cs.uni-magdeburg.de
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