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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

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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

ACM MM 09October 19­23, 2009

 1

RESoundInteractive Sound Rendering inDynamic Virtual Environments

Micah Taylor, Anish ChandakLakulish Antani, Dinesh Manocha

University of North Carolina

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 2

● Sound rendering and applications

● Details of propagation

● Our system: RESound

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ACM MM 09October 19­23, 2009

 3

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

Thanks!