Microsoft Research334 тыс
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Опубликовано 4 сентября 2020, 15:58
We present a technique to model wave-based sound propagation to complement visual animation in fully dynamic scenes. We employ 2D wave simulation that captures geometry-based diffraction effects such as obstruction, reverberation, and directivity of perceptually-salient initial sound at the source and listener. We show real-time performance on a single CPU core on modestly-sized scenes that are nevertheless topologically complex. Our key ideas are to exploit reciprocity and use a perceptual encoding and rendering framework. These allow the use of low-frequency finite-difference simulations on static scene snapshots. Our results show plausible audio variation that remains robust to motion and geometry changes. We suggest that wave solvers can be a practical approach to real-time dynamic acoustics. The complete C++ code of our “Planeverb” system [source repo: github.com/themattrosen/Planev...
Note: There is no narration in this video, only acoustic loudness and direction variations as indicated by notes in each scene.
See more at microsoft.com/en-us/research/v...
Note: There is no narration in this video, only acoustic loudness and direction variations as indicated by notes in each scene.
See more at microsoft.com/en-us/research/v...
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