Multi-Resolution Sound Rendering
Abstract
Point-based multi-resolution representations have been used successfully for rendering highly complex three dimensional scenes in real-time. In this paper, we apply this paradigm to sound rendering: A hierarchy of stochastic sample sound sources is used to approximate complex sound environments (containing a large number of sound sources, such as a football stadium), allowing for interactive real-time walkthroughs. Additionally, the proposed technique can be used for observer-dependent auralizations of simple approximations of global sound propagation. Typical applications of the technique are in virtual reality and computer games, especially to complement established output-sensitive algorithms for rendering visual content.
BibTeX
@inproceedings {10.2312:SPBG:SPBG04:003-011,
booktitle = {SPBG'04 Symposium on Point - Based Graphics 2004},
editor = {Markus Gross and Hanspeter Pfister and Marc Alexa and Szymon Rusinkiewicz},
title = {{Multi-Resolution Sound Rendering}},
author = {Wand, M. and Straßer, W.},
year = {2004},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {3-905673-09-6},
DOI = {10.2312/SPBG/SPBG04/003-011}
}
booktitle = {SPBG'04 Symposium on Point - Based Graphics 2004},
editor = {Markus Gross and Hanspeter Pfister and Marc Alexa and Szymon Rusinkiewicz},
title = {{Multi-Resolution Sound Rendering}},
author = {Wand, M. and Straßer, W.},
year = {2004},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {3-905673-09-6},
DOI = {10.2312/SPBG/SPBG04/003-011}
}