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dc.contributor.authorWand, M.en_US
dc.contributor.authorStraßer, W.en_US
dc.contributor.editorMarkus Gross and Hanspeter Pfister and Marc Alexa and Szymon Rusinkiewiczen_US
dc.date.accessioned2014-01-29T16:25:31Z
dc.date.available2014-01-29T16:25:31Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-09-6en_US
dc.identifier.issn1811-7813en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SPBG/SPBG04/003-011en_US
dc.description.abstractPoint-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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors: I.3.7 [Computer Graphics]: Methodology and Techniques - Graphics data structures and data types; G.3 [Probability and Statistics]: Probabilistic algorithmsen_US
dc.titleMulti-Resolution Sound Renderingen_US
dc.description.seriesinformationSPBG'04 Symposium on Point - Based Graphics 2004en_US


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