2013
DOI: 10.1121/1.4806738
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Large-scale virtual acoustics simulation at audio rates using three dimensional finite difference time domain and multiple graphics processing units

Abstract: The computation of large-scale virtual acoustics using the 3D finite difference time domain (FDTD) is prohibitively computationally expensive, especially at high audio sample rates, when using traditional CPUs. In recent years the computer gaming industry has driven the development of extremely powerful Graphics Processing Units (GPUs). Through specialised development and tuning we can exploit the highly parallel GPU architecture to make such FDTD computations feasible.This paper describes the simultaneous use… Show more

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Cited by 5 publications
(3 citation statements)
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“…Alternatively, if the purpose is to auralize a signal in a model, the model could be directly excited with the signal to be auralized. However, such broadband simulations are currently not feasible in real-time even with arrays of graphics processing units (GPU), 18 so we will only consider the problem of computing impulse responses or bandlimited impulse responses to be convolved with other signals.…”
Section: A Source Typesmentioning
confidence: 99%
“…Alternatively, if the purpose is to auralize a signal in a model, the model could be directly excited with the signal to be auralized. However, such broadband simulations are currently not feasible in real-time even with arrays of graphics processing units (GPU), 18 so we will only consider the problem of computing impulse responses or bandlimited impulse responses to be convolved with other signals.…”
Section: A Source Typesmentioning
confidence: 99%
“…These include interactive geometric methods based on ray tracing and beam tracing [Schissler et al 2014;Tsingos et al 2001;Taylor et al 2009;Funkhouser et al 2004] that can simulate approximate diffraction, early reflections, and high-order late reverberation. Furthermore, advancements in computational acoustics solvers [Mehra et al 2013;Raghuvanshi et al 2009;Webb and Gray 2013;Mehra et al 2015] have made it possible to compute highly accurate solutions to the wave equation for large domains, and thereby perform interactive sound propagation.…”
Section: Introductionmentioning
confidence: 99%
“…These include interactive geometric methods based on ray tracing and beam tracing [Schissler et al 2014;Tsingos et al 2001;Taylor et al 2009;Funkhouser et al 2004] that can simulate approximate diffraction, early reflections, and high-order late reverberation. Furthermore, advancements in computational acoustics solvers [Mehra et al 2013;Raghuvanshi et al 2009;Webb and Gray 2013; have made it possible to compute highly accurate solutions to the wave equation for large domains, and thereby perform interactive sound propagation.…”
Section: Introductionmentioning
confidence: 99%