Direct and Inverse Sound Propagation Methods ICRA … · Computational Sound Simulation: An...

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Direct and Inverse Sound Propagation Methods Dinesh Manocha University of Maryland at College Park [email protected] http://gamma.web.unc.edu/research/sound/

Transcript of Direct and Inverse Sound Propagation Methods ICRA … · Computational Sound Simulation: An...

Page 1: Direct and Inverse Sound Propagation Methods ICRA … · Computational Sound Simulation: An Overview Modeling Acoustic Geometry-- surface simplification Source Modeling-- area source--

DirectandInverseSoundPropagationMethods

Dinesh Manocha

University of Maryland at College [email protected]

http://gamma.web.unc.edu/research/sound/

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Whatissound?

Source: vibration Human

Sound PropagationSound Synthesis

Medium: Pressure Wave

Physically-Based Sound Simulation

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Medium: Pressure Wave HumanSource: vibration

Sound PropagationSound Synthesis

Physically-Based Sound Simulation

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ComputationalSoundSimulation:AnOverview

Modeling

Acoustic Geometry-- surface simplification

Source Modeling-- area source-- emitting characteristics-- sound signal

Acoustic Material-- absorption coefficient-- scattering coefficient

3D AudioRendering

Personalized HRTFsfor 3D sound

Late Reverberation

Digital Signal Processing

Interpolation forDynamic Scenes

Propagation

Diffraction

Refraction

Doppler Effect

Attenuation

Specular Reflection

Scattering

Interference

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Acoustics vs.Light

§ Speed: 340 m/s vs.300,000,000 m/s

§ Frequency: 20 to 20K Hzvs. RGB

§ Wavelength: 17m to 17cm vs.700 to 400 nm

Propagation Effects

Diffraction

Refraction

Doppler Effect

Attenuation

Specular Reflection

Scattering

Interference

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Acousticeffects

• wavelength << object size • specular reflection

• scattering

• wavelength ~ object size • diffraction

• interference

P

s

l

sl

h

wave-effects

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Physically-BasedSoundSimulation

Geometry MaterialInteraction

§ Variations (our work):

Environment

§ Reuse visual simulation§ Automatic aural-visual correspondence

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SoundPropagation

The process by which sound is emitted from a source, interacts with the environment, and is received by a listener. Perceptual audio cues:

Size of environmentShape of environmentLocations of sources

time

energy

Output: Impulse response filter

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Sound Propagation –Computational Methods

Numeric: Geometric:

Complexity: O(volume), O(freq4)

Sound = wave

Static scenes Dynamic scenes

O( log(# primitives) ) per ray

Pre-computed Interactive

Sound ≈ particles, acoustic energy

Practical for low frequencies Better for high frequencies

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Interactive SoundPropagation

§ Geometric Propagation§ Ray-Approximation of Wave Equation§ High-frequency approximation§ Getting fast enough for interactive applications§ Highly dependent on the geometry details

§ Methods§ Ray Tracing [Allen 1958; Krokstad,1968] [Kuttruff,1993]§ Image Source [Borish,1984] [Dalenback,1992]§ Beam Tracing [Funkhouser et al.1998] [Funkhouser et al. 1999]§ Phonon Tracing [Kapralos,2004] [Bertram,2005]§ Frustum Tracing [Lauterbach et al. 2007] [Chandak,et al. 2008][Taylor et al. 2009]§ Acoustic Radiance Transfer [Siltanen et al.2007][Antani et al. 2012]§ Conservative Frusta Tracing (CFT) [Chandak et al. 2009]§ Diffuse reflections/higher order diffraction [Schissler et al. 2014, 2015]§ Diffraction kernel and mobile devices [Schissler et al. 2017; Runga et al. 2018]

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Interactive Propagation

1. Iterative diffuse + specular reflections

2. Diffraction

• Approximate geometric models (UTD)

• Full wave-solvers

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Diffuse Reflections

Reflected sound is scattered by rough surfaces

Specular

Diffuse

Diffuse sound integral:

Frequency-dependent scattering

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OfficeScene

6 sources154k triangles

10th order diffuse10th order specular4th order diffraction

Frame time: 33.6 ms

52X improvement

4-core Intel 4770k CPU

[Chandak et al. 2010; Taylor et al. 2012; Schissler et al. 2014]

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InteractiveGeometricPropagation

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InteractivePropagationSourceClustering+multiresolutionauralization

High number of sources: specular + diffuse + diffractionSource clustering+ rendering on a multi-core PC

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Non-LinearRayTracing:ParticipatingMedia

Scene Frametime (ms)

# Surfaces

# medium points

# tetrahedral cells

Desert (median) 219 8,000 23,632 144,976Desert (high) 369 16,000 132,742 674,434

Christmas (median) 259 8,000 44,862 227,851Christmas (high) 443 16,000 179,382 1,169,353

Reservoir 233 4,000 34,771 248,806

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Tracing 10k rays for 3 orders of reflections

Frame time measured on single thread

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Wave-Based SoundPropagation

§ Numerical Methods§ Solve Helmholtz Wave Equation§ Accurate computation§ No good computational algorithms for large spaces

§ Methods§ Finite Element Methods [Otsuru,2004]§ Boundary Element Methods [Ciskowski,1993]§ Finite Difference Time Domain [Kunz et al.1993]§ Digital Waveguide Mesh (DWM) [Savioja et al. 1994]§ Rectangular Domain Decomposition [Raghuvanshi et al. 2008,2010,2014]§ Equivalent Source Method [Mehra et al. 2012, 2013,2014]§ Parallel ARD Solvers on large cluster [Morales et al. 2015, 2017]

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Current State of the Art: XAudio2

Distance cue only 21

Distance cue only

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Geometric Sound Propagation: Ray Tracing

No sound when blocked 22

No sound when blocked

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Our Wave-Based Solution

DiffractionAll Wave Effects: Diffraction, Scattering, etc. (our work)

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Adaptive Rectangular Decomposition

• Wave equation can be solved very efficiently on a rectangular domain

• Decompose complex domain into rectangles

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Adaptive Rectangular Decomposition (ARD)

Pre-processing Runtime Simulation

Current Field (t)

Interface handlingand DCT

Mode Updateand IDCT (t+dt)

Grid

Interfaces

PMLPML

PML

PML

PML

PML

Domain Voxelization RectangularDecomposition

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FastNumericPropagation

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FastNumericPropagation

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MassiveParallelization:ARD

1x

8x

15x

22x

1024 2944 4864 6784 8704 10624 12544 14464 16384

Spee

dup

Over

102

4 Co

res

Number of Cores

Speedup[Morales et al. 2015]

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Equivalentsourcetechnique• Wave-based propagation in large scenes• scene spanning hundreds of meters

• Physically accurate propagation• all wave-effects e.g. diffraction, interference

• Fast, memory efficient runtime• 10s of ms compute, 20-60 MBs

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Equivalentsourcetechnique

• Helmholtz equation

!"# + %&

'& # = 0 + B.C.

# = # *, , is pressure field in frequency-domain

B.C are boundary conditions

, is angular frequency

* is point in 3D space

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OverallApproach

Precomputation Runtime Object-centric sound propagation (large scenes)

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Twilight Epiphany: Validation

Twilight EpiphanyArt installation at Rice

University

Light show at dusk and sunset

Used for musical performances, 3D sound art, and a music lab by Music conservatory at Rice University

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TwilightEpiphany

Without tilt, consecutive high-amplitude peaks, indicating flutter echoes

After tilting walls, secondarypeak amplitude reduced,mitigating flutter echoes

Measured data containssecondary peak with

reduced amplitude

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TechnologyTransfer• http://www.impulsonic.com/

• Windows PC with headphones• Binaural sound with Oculus Rift• Ported on Android and other platforms• Unity Plugins

• Acquired by Valve in Nov 2016• Our technology is available as Valve Audio SDK

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SoundSimulation:Directvs.Inverse

• Direct problems: Given the scene description, source and listener location, compute the pressure field

• Inverse: Given the recorded audio signal and partial scene information, use for audio scene understanding + scene reconstruction

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SoundSimulation:Directvs.Inverse

• Direct problems: Given the scene description, source and listener location, compute the pressure field

• Inverse: Given the recorded audio signal and partial scene information, use for audio scene understanding + scene reconstruction/analysis (computer vision for sound)

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SoundSimulation:Directvs.Inverse• Direct problems: Given the scene description, source and listener

location, compute the pressure field

• Inverse: Given the recorded audio signal and partial scene information, use for audio scene understanding + scene reconstruction

• The field of “acoustic scene analysis” is not new

• But we have new tools:• Computer vision methods• Computing power (GPUs, cloud computing)• Machine learning methods• Interactive acoustic simulation technology

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Multi-modalCameras

• Combine 2D cameras, depth-sensors + acoustic sensors• Inverse acoustics: computer vision for audio

Ultrasonic Sensor

3D Reconstruction in the Presence of Glass (CVPR 2015)

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Multi-modalCameras• Combine 2D cameras, depth-sensors + acoustic sensors• Inverse acoustics: computer vision for audio

3D Reconstruction in the Presence of Glass (CVPR 2015)

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Augmented Reality: Need Sound Effects

Virtual sounding object

Microsoft Hololens™

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Acoustic Simulation Prerequisites

To compute sound propagation, we need at least:• Source locations• Listener locations• 3D model• Acoustic material properties Use computer vision methods

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Acoustic MaterialsSound Absorption Coefficient – fraction of incident pressure absorbed

0.00

0.10

0.20

0.30

0.40

0.50

0.60

0.70

0.80

0.90

100 1000 10000

Absorp3o

n5Co

efficient

Frequency

Acous3c5Plaster

Acous3c5Tile

Brick

Carpet

Wood

[Egan 1988]

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1. Reconstruct 3D mesh from multiple camera viewpoints

Material Pipeline - Reconstruction

3D Reconstruction Material Classification Material Optimization

C1 C2

3D Mesh 3D Mesh + Materials

Sound Propagation

S1

S2

L2

L1

IR estimate

material estimate

Least Squares Solver

3D Mesh

Materials

Project

Apply CNN

3D Mesh

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3. Improve material estimates iteratively using measurements and simulation

Material Pipeline - Optimization

3D Reconstruction Material Classification Material Optimization

C1 C2

3D Mesh 3D Mesh + Materials

Sound Propagation

S1

S2

L2

L1

IR estimate

material estimate

Least Squares Solver

3D Mesh

Materials

Project

Apply CNN

3D Mesh

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AcousticMaterialClassificationforAR/VR

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NoiseReductionforSpeechRecognitionusingSimulation• Reverberation and noise is a major challenge in Automated

Speech Recognition (ASR) algorithms.• In complicated environments, the placement of sound

receivers will affect the intelligibility of speech.• Given such a scene setup, how to find the best receiver

location that maximizes the overall speech intelligibility?

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Conclusions• Sound Simulation and Propagation

• Considerable Research in the last two decades• Good solutions based on geometric and wave-based methods

• Inverse Sound Propagation: Computer vision for sound• Scene reconstruction with audi0—visual methods• Capturing audio material properties

• Ongoing Work:• Audio-based localization• Audio-Visual SLAM

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Acknowledgements• Army Research Office• DARPA • Intel• Microsoft• National Science Foundation• NVIDIA• Oculus• RDECOM• Samsung

Questions: Contact at [email protected]