Physically Based Sound Synthesis for Large-Scale Virtual Environments January/February 2007 (vol. 27 no. 1) pp. 14-18
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2007.16
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. 1. K. van den Doel, P. Kry, and D. Pai, "Foleyautomatic: Physically-based Sound Effects for Interactive Simulation and Animation," Proc. 28th Annual Conf. Computer Graphics and Interactive Techniques (Siggraph 01), ACM Press, 2001, pp. 537–544.
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, Jan./Feb. 2007, doi:10.1109/MCG.2007.16 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||