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Issue No.01 - January/February (2007 vol.27)
pp: 14-18
Nikunj Raghuvanshi , University of North Carolina at Chapel Hill
Ming C. Lin , University of North Carolina at Chapel Hill
ABSTRACT
Recorded sound clips have two main drawbacks. First, the sound generated is repetitive. Real sounds depend on how objects collide and where impact occurs, and prerecorded sound clips fail to capture such factors. Second, recording original sound clips for all the sound events in a virtual environment is a labor-intensive and tedious process. Physically based sound synthesis, on the other hand, can automatically capture the subtle shift of tone and timbre due to factors such as change in impact location, material property, and object geometry. The authors describe several techniques for accelerating sound simulation, thereby enabling realistic, physically based sound synthesis for large-scale virtual environments.
INDEX TERMS
sound synthesis, virtual environments, physics engine, spring-mass system
CITATION
Nikunj Raghuvanshi, Ming C. Lin, "Physically Based Sound Synthesis for Large-Scale Virtual Environments", IEEE Computer Graphics and Applications, vol.27, no. 1, pp. 14-18, January/February 2007, doi:10.1109/MCG.2007.16
REFERENCES
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2. N. Raghuvanshi and M. Lin, "Interactive Sound Synthesis for Large Scale Environments," Proc. ACM Siggraph Symp. Interactive 3D Graphics and Games, ACM Press, 2006, pp. 101–108.
3. J.F. O'Brien, C. Shen, and C.M. Gatchalian, "Synthesizing Sounds from Rigid-body Simulations," Proc. ACM Siggraph 2002 Symp. Computer Animation, ACM Press, 2002, pp. 175–181.
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