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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.
Author (s): Schissler, Carl;
Manocha, Dinesh;
Affiliation:
University of North Carolina, Chapel Hill, NC, USA
(See document for exact affiliation information.)
Publication Date:
2011-02-06
Session subject:
Audio for Games
DOI:
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Schissler, Carl; Manocha, Dinesh; 2011; GSound: Interactive Sound Propagation for Games [PDF]; University of North Carolina, Chapel Hill, NC, USA; Paper P2-6; Available from: https://aes.org/publications/elibrary-page/?id=15770
Schissler, Carl; Manocha, Dinesh; GSound: Interactive Sound Propagation for Games [PDF]; University of North Carolina, Chapel Hill, NC, USA; Paper P2-6; 2011 Available: https://aes.org/publications/elibrary-page/?id=15770
@inproceedings{Schissler2011gsound:,
title={{GSound: Interactive Sound Propagation for Games}},
author={Schissler, Carl and Manocha, Dinesh},
year={2011},
month={feb},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper P2-6; AES Conference: 41st International Conference: Audio for Games; February 2011},
number={P2-6},
organization={AES},
}
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