2015
DOI: 10.1109/tvcg.2015.2391858
|View full text |Cite
|
Sign up to set email alerts
|

WAVE: Interactive Wave-based Sound Propagation for Virtual Environments

Abstract: We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) a… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
21
0

Year Published

2017
2017
2024
2024

Publication Types

Select...
6
4

Relationship

1
9

Authors

Journals

citations
Cited by 48 publications
(21 citation statements)
references
References 30 publications
0
21
0
Order By: Relevance
“…They demonstrated an order of magnitude performance improvement over previous methods, through the performance of their method in complex indoor and outdoor environments. Furthermore, in [102] a novel algorithm was recommended to accurately solve the wave equation for dynamic sources and listeners using a combination of pre-computation techniques and GPU-based runtime evaluation. It was proved a significant improvement in runtime memory comparing with prior wave-based techniques which were applied to large scenes with moving sources.…”
Section: ) Hybrid Methodsmentioning
confidence: 99%
“…They demonstrated an order of magnitude performance improvement over previous methods, through the performance of their method in complex indoor and outdoor environments. Furthermore, in [102] a novel algorithm was recommended to accurately solve the wave equation for dynamic sources and listeners using a combination of pre-computation techniques and GPU-based runtime evaluation. It was proved a significant improvement in runtime memory comparing with prior wave-based techniques which were applied to large scenes with moving sources.…”
Section: ) Hybrid Methodsmentioning
confidence: 99%
“…While wave-based methods generally produce more accurate results, it remains an open challenge to build a real-time universal wave solver. Recent advances such as parallelization via rectangular decomposition [36], pre-computation acceleration structures [34], and coupling with geometric acoustics [46,68] are used for interactive applications. It is also possible to precompute low-frequency wave-based propagation effects in large scenes [43], and to perceptually compress them to reduce runtime requirements [42].…”
Section: Related Workmentioning
confidence: 99%
“…All these aspects contribute to build the so called spatial cognitive map that people create during everyday exploration of an environment by continuously update their self-position and orientation in both egocentric and allocentric spatial representations [10]. In particular for VR scenarios, the auditory channel has been increasingly taken into account, considering the constant evolution of algorithms for spatial audio rendering [31,42]. Moreover, a recent systematic review of the literature on sonification approaches [14] corroborated the idea that spatial features of sound are particularly effective to sonify quantities related to kinematics (i.e., relative to position and motion).…”
Section: Navigation With Auditory Informationmentioning
confidence: 99%