Interactive Sound Rendering in Dynamic Virtual EnvironmentsACM MM 09 October 19 23, 2009 1 RESound...

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ACM MM 09 October 19-23, 2009  1 RESound Interactive Sound Rendering in Dynamic Virtual Environments Micah Taylor, Anish Chandak Lakulish Antani, Dinesh Manocha University of North Carolina

Transcript of Interactive Sound Rendering in Dynamic Virtual EnvironmentsACM MM 09 October 19 23, 2009 1 RESound...

Page 1: Interactive Sound Rendering in Dynamic Virtual EnvironmentsACM MM 09 October 19 23, 2009 1 RESound Interactive Sound Rendering in Dynamic Virtual Environments Micah Taylor, Anish Chandak

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RESoundInteractive Sound Rendering inDynamic Virtual Environments

Micah Taylor, Anish ChandakLakulish Antani, Dinesh Manocha

University of North Carolina

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● Sound rendering and applications

● Details of propagation

● Our system: RESound

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● Sound rendering and applications

● Details of propagation

● Our system: RESound

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Sound Rendering● Three main steps

● Signal input

● Sound propagation

● Audio output

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Sound Rendering: Signal Input

● Recorded sample● Simple and fast● Played with events● Static

● Synthesized sound● Physics simulation 

generates sound● Matches virtual events

[Raghuvanshi 2006][Matt Hileo]

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Sound Rendering: Signal Input● Synthesized sound

● Uses physical models[Florens et al. 1991]

● Interactive rates with many objects[Raghuvanshi et al. 2006]

● Correlates closely with visual scene[Ren et al. 2009]

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Sound Rendering: Propagation● Goal: Model environment influences

● Echoes● Delay from distance● Attenuation from distance● Frequency shifts

● Output: Impulse response● Represents room's effect on input signal

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Sound Rendering: Propagation● Common methods

● No propagation ­ direct path only● Geometric simulation● Numerical simulation

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Sound Rendering: Audio Output

● Goal● Combine many sounds from environment● Apply any needed effects● Output to user's audio device

● Uses the output from prior steps● Input signal● Room impulse response

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Sound Rendering: Audio Output● Common output methods

● Mono– Fast, simple– No spatialization

● Stereo– Fast, simple, left+right spatialization

● 3d sound– Head Related Transfer Functions (HRTF)– Complex, very good spatialization

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Applications● Video games

● Helps player avoid monsters

● Provides sound cues to environment size

● Used in most 3d video games

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Applications● Training simulators

● Improves realism● Decreases incorrect 

training

● Current uses● Tactical training● EMT training

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Applications● Multimedia

● Auditory displays– Enhance data 

visualization● Telephony and Video 

conferencing

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Applications● Computer aided 

design● Relay cues about 

environment design● Preview room 

acoustics before construction

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● Sound rendering and applications

● Details of propagation

● Our system: RESound

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Propagation● Simplest method:

● Direct path between source and listener

● Add echoes with post­process filter

● Fast● Widely used

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Propagation● However

● Not physically based● Spatialization 

incorrect● Echoes do not match 

environment

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Propagation● Acoustic simulations

● Numerical– Solves acoustic wave equation– Slow, but getting faster [Raghuvanshi et al. 2009]

● Geometric– High frequency approximation– Very fast – interactive– Models sound as ray

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Propagation● Specular reflection

● Mirror­like reflections● Reflections decrease 

amplitude● Longer paths,

longer delays

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Propagation● Specular reflection

● Mirror­like reflections● Reflections decrease 

amplitude● Longer paths,

longer delays● Often many reflection 

paths

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Propagation● Diffuse reflection

● Scattering reflections

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Propagation● Diffuse reflection

● Scattering reflections● Scattered sound 

reaches listener

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Propagation● Diffraction

● Sound 'bends' around corners

● Can change phase

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Propagation● Diffraction

● Sound 'bends' around corners

● Can change phase● Often many diffraction 

paths

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Propagation● Combine

● Direct● Specular● Diffuse● Diffraction

● Early contributions● 4­5 recursions

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Propagation● Reverberation

● Late contributions● Impulses decays over 

time● Hundreds of 

recursions● Gives 'feel' of the 

room

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Propagation● Specular reflections

● Image­source method [Allen et al. 1979]

● From source● Reflect against all scene triangles

– Creates image­sources– Is listener visible

● Reflect image sources– and so on...

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Propagation● However

● Very compute intensive● Need to accelerate

● Graphic acceleration● Remove non­visible triangles

● Sound acceleration● Remove non­reflecting triangles

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Propagation● Accelerated by

● Ray tracing [Vorlander 1989]

● Beam tracing [Funkhouser et al. 1998]

● Frustum tracing [Lauterbach et al. 2007]

● And others...

● Often require precomputation● Non­moving source

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Propagation● Diffuse reflections

● Often modeled by ray tracing [Dalenbaeck 1996]

● Radiosity [Siltanen et al. 2004]

● Compute intensive● Fixed source and receiver● No scene movement

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Propagation● Diffraction

● Added to– Beam tracing [Tsingos et al. 2001]

– Ray tracing [Stephenson et al. 2007]

– Frustum tracing [Taylor et al. 2009]

– Image source [Shroeder et al. 2009]

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Propagation● Reverberation

● Ray tracing– Slow, accurate [Hodgson 1990]

● Statistical– Fast, some error [Savioja et al. 1999]

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● Sound rendering and applications

● Details of propagation

● Our system: RESound

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RESound● Simulates all mentioned effects● Interactive update rates● Dynamic scenes

 

● Handles propagation and output● Given input sound + environment

● Propagates sound through environment● Renders signal at receiver's position

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RESoundSystem overview   

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RESound● Early contributions by simulation

● Specular + diffraction● Diffuse reflection

● Late contributions by statistics● 3d audio output

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RESound● Unified engine

● Frustum tracing● Ray tracing

● Ray primitive● Single acceleration structure

● Bounding Volume Hierarchy● Allows dynamic scenes● Fast ray tracing

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RESound● Scene acceleration hierarchy

● Bounding Volume Hierarchy [Lauterbach et al. 2006]

– Fast construction times– Allows interactive visual ray tracing– Allows dynamic scene changes

● Can accelerate frustum and ray tracing

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● Specular + diffraction● Frustum tracing● Volumetric, finds most 

paths● Dynamic scenes● Fast

● Diffuse● Ray tracing● Shares scene 

structure● Dynamic scenes● Fast

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RESound● Frustum tracing

● Specular reflection

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RESound● Frustum tracing

● Specular reflection

● Frustum is bounded by rays

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RESound● Frustum tracing

● Specular reflection

● Check if receiver is inside bounded volume

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RESound● Frustum tracing

● Specular reflection

● Bounding rays can be reflected

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RESound● Frustum tracing

● Specular reflection

● Sound path is linear combination of rays

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RESound● Diffraction

● Covers more area● Allows smooth 

transitions– Fades out

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RESound● Diffraction

● Covers more area● Allows smooth 

transitions– Fades out

● First step● Find diffracting edges

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RESound● Frustum tracing

● Edge diffraction

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RESound● Frustum tracing

● Edge diffraction

● From source– Trace many frusta

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RESound● Frustum tracing

● Edge diffraction

● Receiver is hidden from source

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RESound● Frustum tracing

● Edge diffraction

● But diffracting edgeis visible

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RESound● Frustum tracing

● Edge diffraction

● Create diffractionfrustum

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RESound● Frustum tracing

● Edge diffraction

● Diffracting soundreaches thereceiver

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RESound● Diffuse reflections

● Uses ray tracing

● Collection sphere● Same size as listener's head (0.3 m)● Record rays that hit collection sphere

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RESound● Ray tracing

● Diffuse reflection

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RESound● Ray tracing

● Diffuse reflection● Shoot rays from 

source

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RESound● Ray tracing

● Diffuse reflection● Rays diffusely reflect

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RESound● Ray tracing

● Diffuse reflection● Some rays hit this 

collection sphere

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RESound● Update stronger paths more often:

● Three simulations● Frustum tracing (first order, 1 thread)● Frustum tracing (third order, 7 threads)● Ray tracing, 200k rays (third order, 7 threads)

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RESound● From 3 simulations● Now have impulse response of:

● Direct sound● Specular reflection● Diffuse reflection● Edge diffraction

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RESound● Audio output

● Reverberation● 3d sound rendering● Dynamic scenes

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RESound● Reverberation

● Need to fill in late contributions● Use Eyring model [Eyring 1930]

● Statistically estimate sound decay

● Combing impulse responses● Frustum + frustum + ray tracing

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RESound● Reverberation

● Fit curve to impulse response

● Estimate time for signal to decay to 0.001% (RT60)

● Create reverberation filter with sound system

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RESound● HRTF is expensive

● Three impulse responses– 1st order frustum tracing– 3rd order frustum tracing– 3rd order ray tracing

● Compute only for 1st order frustum tracing● Other impulses use simple convolution

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RESound● Dynamic scenes

● Impulse response may change drastically● Can cause artifacts (clicking)

● Restrict motion speed● Crossfade audio frames

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Results● Test scenes

Roo

mC

onfe

renc

e

Sib

enik

Spo

nza

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Results

● Open scenes● Many triangles visible● Many reflections

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Results

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Results● Reverberation

● Begin with 6m cathedral● Dynamically expand cathedral to 30m

● With reverb and without

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Results

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Results● Limitations

● Must shoot many rays for diffuse reflections● Certain diffraction paths may not be found● Frustum tracing is approximate visibility

– May miss some paths

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Results● Specular + diffuse + diffraction components

● Uses unified representation: ray● Single acceleration structure

● Interactive rates on multi­core PC● Handles large scenes● Moving source and listener● Scene can be dynamic

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Related and Future Work● Conservative frustum tracing [Chandak et al. 2009]

● GPU acceleration● Robust diffraction

● Conservative diffraction region● From region visibility – advanced diffraction

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Acknowledgements● Nikunj Raghuvanshi and Paul Calamia for 

helpful advice● Sponsors

– ARO– NSF– DARPA/RDECOM– Intel– Microsoft

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ACM MM 09October 19­23, 2009

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Project websitehttp://gamma.cs.unc.edu/Sound/RESound/

Thanks!