We propose a fast heuristic for acoustic obstruction in virtual reality and games. Our method is designed to model the dependence of obstruction on the size of both obstructions and apertures (like doors) without explicit markup, while operating at an order-of-magnitude speedup compared to a ground-truth wave simulation. Our technique is robust to scene complexity, making it suitable for interactive applications. While this initial study is limited to two dimensions, generalization to three dimensions is possible.
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