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Virtual Localization by Blind Persons - July 2012
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Effect of Spatial Location and Presentation Rate on the Reaction to Auditory Displays - July 2012
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Watermark-Aided Pre-Echo Reduction in Low Bit-Rate Audio Coding - June 2012
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GSound: Interactive Sound Propagation for Games
We present a sound propagation and rendering system for generating realistic environmental acoustic effects in real time for game-like scenes. The system uses ray tracing to sample triangles that are visible to a listener at an arbitrary depth of reflection. Sound reflection and diffraction paths from each sound source to the listener are then validated using ray-based occlusion queries. Frame-to-frame caching of propagation paths is performed to improve the consistency and accuracy of the output. Furthermore, we present a flexible framework, which takes a small fraction of CPU cycles for time-critical scenarios. To the best of our knowledge, this is the first practical approach that can generate realistic sound and auralization for games on current platforms.
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