Real-Time Auralization of Sound in Virtual 3D Environments by Scott McDermott [email protected] Overview & Objective Develop an adaptive virtual environment that simulates real-time generation of 3D.
Download ReportTranscript Real-Time Auralization of Sound in Virtual 3D Environments by Scott McDermott [email protected] Overview & Objective Develop an adaptive virtual environment that simulates real-time generation of 3D.
Real-Time Auralization of Sound in Virtual 3D Environments by Scott McDermott [email protected] Overview & Objective Develop an adaptive virtual environment that simulates real-time generation of 3D sound. Design algorithms to efficiently and effectively compute realistic 3D sounds in this environment. Apply these techniques to various applications, including simulations, virtual reality, gaming, and modeling. Outline Sound Perception Digital Sound and Computers 3D Sound Approximations “Surround” Sounds (Stereo Expansion) Approach Head Response Transfer Function (HRTF) Approach True 3D Sound Beam Tracing Approach The Graphics Analogy Sound Perception When we hear a sound, we automatically obtain certain information about the source: Direction Distance Elevation Environmental conditions Status of source Sound Perception 8 types of cues for sound spatialization [1]: Interaural Head Motion Delay Time (direction) delay between move head to re-evaluate time arrivesthese at each filters ear (0 to 0.63 ms) Head Shadow (direction and distance) Vision difference ignore audio in volume cues if different from onefrom ear visual to the other (up to 9 dB) PinnaEcho Early Response Response (direction and (distance elevation) and direction) outer ear echos from filters environment sound, compare (50 to 100 between ms) two ears Shoulder Response Reverberation (distance and(elevation direction)and direction) reflections late dense off echos upper from body environment (1-3 kHz) (> 100 ms) Sound Perception An environment with true 3D sound will need to take all of these into account. It must also be able to perform calculations and apply filters in real-time. The result must be convincing to the listener and enhance the virtual experience. Sound in the Digital World Theanalog Sound An sounds in the tocan physical digital be convert stored worldinchanges exists various as these waves ofsignals voltage formats and pressure qualities to discrete changes. (suchdigital as mono signals. or stereo, 8 or 16 bit, 11 orpressure 44 kHz).and A computer microphone stores, converts manipulates, changes to changes retransmits The reversein these ofvoltage. thisabstractions process allows of sound. the computer to re-generate the sound. Blah blah blah… 3D Sound, The Basics… In a virtual 3D environment, sound can originate from an infinite number of locations relative to the observer. Ideally, when the observer hears the sound it should take into account the environment. Specifically: Distance: Causes sound to arrive at different times. Reflection & Reverberation: Causes “copies” of the sound to arrive at different times. Diffraction & Refraction: Causes sound to bend around objects or arrive at different times. Absorption & Attenuation: Causes the sound to be weaker when it arrives. 3D Sound Approximations: Surround Sound Surround sound uses various filters to simulate the effects of sound spatialization. These filters create effects such as reverberation, localization, and attenuation. Sound paths are not calculated. Used in most theaters and home entertainment units. Surround Sound The user is situated with a set of speakers around him. To simulate 3D localization, sound is played louder, out of phase, and/or at slightly different times from each speaker. Comes in a variety speaker placement setups [8]: Bark bark bark!! Dolby Two Quadraphonic Headphones Speaker 5.1 Stereo 3D Sound Approximations: Head Related Transfer Functions Used in conjunction with surround sound to create better 3D approximations. Microphones record sound from within the ear of a person or a model. Differences between original sound and recordings are used to create filters. These filters are applied to generated sounds to create the illusion of dimensionality. Surround Sound & Head Related Transfer Functions Pros: Relatively cheap. Effective. Makes sense. Cons: Many different approaches (non-standard). Works only with limited speaker positions. Not entirely generic. Still not pure 3D sound. True 3D Sound 3D graphical environments already exist. Light paths traverse the scene and surface intensities are calculated. Currently, sound paths are at most superficially computed. Yet, programmers already have a wealth of environmental data. Various possible approaches… True 3D Sound Beam Tracing Approach: Divide the environment into cells or regions. Precompute and store beam paths from various source Source: Real-Time Acoustic Modeling for locations. Distributed Virtual Environments [4] Lookup, in real-time, reverberation paths from the avatar to the source. Use these paths to calculate delay and attenuation from the original, anechoic, audio signal for each of the echoes. Beam Tracing Pros: Quick and effective (with a good data structure). Intuitive. Scalable for large environments. Cons: Needs offline computations. Assumes sources are stationary. Assumes source locations are finite. True 3D Sound On a basic level, we can determine sound propagation similar to how light travels through a 3D environment. One simple, but computationally intensive method would be similar to ray tracing. Ray tracing algorithms are generally very effective but also extremely slow and prone to sampling errors. Most real-time algorithms for graphical computers make various assumptions: True 3D Sound The Graphics Analogy The 3D Graphics Pipeline: Objects are made from geometric primitives composed of points. These vertices are transformed to be relative to the camera. Objects outside of the viewing field are clipped. Rays are sent from the camera, through each point on the projection plane, and into the scene. Corresponding pixel values in the viewport are calculated from these rays. True 3D Sound The Graphics Analogy Objects are made from geometric primitives (triangles, rectangles) composed of points. Light intensities are calculated based on surface normals of these points. These intensities are fed into the graphics pipeline. True 3D Sound The Graphics Analogy Many of these computations are forwarded to optimized 3D graphics cards. Many of these same techniques could be employed for generating realistic 3D sounds. We would need to develop and design 3D sound cards and appropriate algorithms. Conclusion 3D graphics and many other components of today’s computer systems have been almost thoroughly developed. 3D sound is still in the infancy stage. This field has a great deal of research potential. References [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] Burgress, David, A. Techniques for Low Cost Spatial Audio. ACM UIST, pages 53-59, 1992. Ellis, Sean. Towards More Realistic Sound in VRML. ACM Virtual Reality and Modeling, pages 95-100, 1998. Flaherty, Nick. 3D audio: new directions in rendering realistic sound. Electronic Engineering, pages 49, 52, 55, & 56, 1998. Funkhouser, Thomas, A. , Patrick Min, and Ingrid Carlbom. Real-time Acoustic Modeling for Distributed Virtual Environments. SIGGRAPH, pages 365-374, 1999. Funkhouser, Thomas, A. , Ingrid Carlbom, Gary Elko, Gopal Pingali, and Mohan Sondhi. A Beam Tracing Approach to Acoustic Modeling for Interactive Virtual Environments. Funkhouser, Thomas, A. , Ingrid Carlbom, Gary Elko, Gopal Pingali, and Mohan Sondhi. Interactive Acoustic Modeling of Complex Environments. Acoustical Society of America, 1999. Min, Patrick, and Thomas A. Funkhouser. Priority-Driven Acoustic Modeling for Virtual Environments. EUROGRAPHICS, 2000. Tsingos, Nicolas, Thomas A. Funkhouser, Addy Ngan, and Ingrid Carlbom. Modeling Acoustics in Virtual Environments Using the Uniform Theory of Diffraction. Hull, Joseph. Surround Sound Past, Present, and Future. Dolby Laboratories Inc. http://www.dolby.com/tech/. Suen, An-Nan, Jhing-Fa Wang, and Jia-Ching Wang. VLSI Implementation of 3-D Sound Generator. IEEE Transactions on Consumer Electronics, pages 679-688, 1997. Real-Time Auralization of Sound in Virtual 3D Environments by Scott McDermott [email protected]