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Simplification of Scene Geometry for Sound Propagation

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Too slow for real-time sound propagation ... Criterion for geometry reduction for acoustics ... Geometry Reduction in Room Acoustics Modeling: Samuel Siltanen ... – PowerPoint PPT presentation

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Title: Simplification of Scene Geometry for Sound Propagation


1
Simplification of Scene Geometry for Sound
Propagation
  • Sachin Patil

2
Existing Sound Propagation Approaches
Limitations
  • Several methods available for sound propagation
  • Too slow for real-time sound propagation taking
    into account the increasing scene complexity,
    dynamic environments and multiplicity of
    sources/listeners
  • Acceleration techniques Culling structures like
    BSP-trees, SIMD hacks, GPU implementations are no
    longer sufficient
  • Most VR systems do not allocate a large chunk of
    resources for handling sound
  • Solve the sound propagation problem for
    simplified scenes
  • Introduces the need for defining a metric for
    measuring acoustic fidelity

3
Commercial acoustic simulation software
  • Glue Surface option provided by ODEON
    (www.odeon.dk) for manipulating CAD models for
    acoustic simulations

4
Its a jungle out there
  • Taxonomy of Geometry Reduction techniques 1

5
Criterion for geometry reduction for acoustics
  • Absorption coefficients for polygonal faced in
    the scene controlling error while blending and
    simplification
  • Rough surfaces account for diffuse reflection and
    scattering
  • Volume and total absorption area must be
    preserved as various parameters such as
    reverberation time heavily dependent on these
    criteria
  • For handling reflections correctly, surface
    normals must be preserved as accurately as
    possible
  • Features comparable to the wavelength of the
    sound must be preserved

6
Issues
  • Tradeoffs between
  • Cost of simplification and sound propagation
  • Offline simplification versus real-time
    simplification
  • Ease of implementation of the proposed approach
  • Local reduction of features versus global
    simplification

7
Project goals
  • Given a simplified scene, how different is the
    sound quality as compared to the original
  • Could be statistical, acoustic metrics or
    perceptual user studies
  • Planning to use an industry standard benchmark
    for acoustic measurements such as CATT, ODEON
  • Given such a metric, how and by how much can one
    simplify a given scene geometry without
    perceptual differences in quality
  • Progressive simplification and LOD Providing
    frame-rate guarantees given the resources
    available for sound simulation and propagation

8
Project roadmap and deliverables
  • Use existing libraries to simplify scene geometry
    and carry out initial tests using CATT to
    determine an error metric for measuring acoustic
    fidelity
  • Study existing methods for geometry
    simplification and choose an existing approach/
    propose a novel approach to solve this problem
  • Integration with existing work Sound
    propagation using ray-frusta tracing / adaptive
    rectangular decomposition

9
References
  • Geometry Reduction in Room Acoustics Modeling
    Samuel Siltanen
  • Significant Facet Retrieval for Real-Time 3D
    Sound Rendering in Complex Virtual Environments
    C.Joslin, M.Thalmann
  • Instant Sound Scattering N.Tsingos,
    C.Dachsbacher, S.Lefebvre, M.Dellepiane
  • Interactions of Model Detail Level and Scattering
    Coefficients in Room Acoustic Computer
    Simulation L.Wang, J.Rathsam, J.Rindel
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