An Introduction to Sound Rendering ANISH CHANDAK ACHANDAK@CS.UNC.EDU COMP 770 (SPRING’09) © Copyright 2009 Anish Chandak Sound Rendering: An Overview Scientific Visualization Acoustic Geometry -- surface simplification Acoustic Material -- absorption coefficient -- scattering coefficient Source Modeling -- area source -- emitting characteristics -- sound signal Modeling © Copyright 2009 Anish Chandak Specular Reflection Scattering Diffraction Refraction Doppler Effect Attenuation Propagation Late Reverberation Personalized HRTFs for 3D sound Digital Signal Processing Interpolation for Dynamic Scenes Rendering (Sweet Audio!) Sound Rendering: An Overview Scientific Visualization Acoustic Geometry -- surface simplification Acoustic Material -- absorption coefficient -- scattering coefficient Source Modeling -- area source -- emitting characteristics -- sound signal Modeling © Copyright 2009 Anish Chandak Specular Reflection Scattering Diffraction Refraction Doppler Effect Attenuation Propagation Late Reverberation Personalized HRTFs for 3D sound Digital Signal Processing Interpolation for Dynamic Scenes Rendering (Sweet Audio!) Applications Advanced Interfaces Multi-sensory Visualization Minority Report (2002) © Copyright 2009 Anish Chandak Multi-variate Data Visualization Applications Games VR Training Game (Half-Life 2) © Copyright 2009 Anish Chandak Medical Personnel Training Applications Acoustic Prototyping Symphony Hall, Boston © Copyright 2009 Anish Chandak Level Editor, Half Life Modeling Acoustics vs. Graphics Acoustic Geometry -- surface simplification Acoustic Material -- absorption coefficient -- scattering coefficient Source Modeling -- area source -- emitting characteristics -- sound signal Modeling © Copyright 2009 Anish Chandak Low geometric details vs. High geometric details Propagation Acoustics vs. Graphics 343 m/s vs. Specular Reflection Scattering Diffraction Refraction Doppler Effect Attenuation Propagation © Copyright 2009 Anish Chandak 300,000,000 m/s 20 to 20K Hz vs. RGB 17 m to 17 cm vs. 700 to 400 nm Rendering Acoustics vs. Graphics Late Reverberation Personalized HRTFs for 3D sound Digital Signal Processing Interpolation for Dynamic Scenes Rendering (Sweet Audio!) © Copyright 2009 Anish Chandak Compute intensive DSP vs. Simple addition of colors 44.1 KHz vs. 30 Hz Psychoacoustics vs. Visual psychophysics Sound Propagation in Games Strict time budget for audio simulations Games are dynamic Moving sound sources Moving listeners Moving scene geometry Trade-off speed with the accuracy of the simulation Static environment effects (assigned to regions in the scene) © Copyright 2009 Anish Chandak Sound Propagation Approaches Numerical Methods Solve Helmholtz Wave Equation Accurate Compute intensive (fourth power of frequency) Independent of model complexity Methods: FEM, BEM, FDTD, DWM Geometric Methods Ray-Approximation of Wave Equation High-frequency approximation Fast Dependent on model complexity Methods: Image Source/Beam Tracing, Frustum Tracing, Ray Tracing/Phonon Tracing © Copyright 2009 Anish Chandak Beam Tracing for Sound Propagation [Funkhouser,1998] Demo Input: point sound source, point listener, scene geometry with acoustic properties Output: pressure impulse response (IR) Rendering: convolve IR with audio signal of sound source Note: audio signal is a function of pressure © Copyright 2009 Anish Chandak Beam Tracing for Sound Propagation Acoustic Geometry -- surface simplification Acoustic Material Source Modeling -- area source -- emitting characteristics -- sound signal Propagation -- absorption coefficient -- scattering coefficient Late Reverberation Personalized HRTFs for 3D sound Digital Signal Processing [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Input [Funkhouser,1998] © Copyright 2009 Anish Chandak Step 1 (pre-processing) Spatial Subdivision Partition 3D space into convex regions (BSP Tree). Build adjacency graph. [Wikipedia, Binary space partitioning] [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 1 [Funkhouser,1998] © Copyright 2009 Anish Chandak Step 2 (pre-processing) Beam Tracing Compute Beam Tree Node Information Cell ID Beam and its apex Cell boundary Parent node ID Attenuation © Copyright 2009 Anish Chandak Example: Step 2 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 2 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 2 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 2 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 2 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 2 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 2 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 2 [Funkhouser,1998] © Copyright 2009 Anish Chandak Step 3 (interactive) Path Generation Find cell, C, containing listener (log N) For each beam in C check for listener is inside it Yes, then a path exist Attenuation, path length, and direction can be computed quickly Construct path by traversing the beam tree Compute Impulse Response (IR) © Copyright 2009 Anish Chandak Example: Step 3 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 3 [Funkhouser,1998] © Copyright 2009 Anish Chandak Example: Step 3 [Funkhouser,1998] © Copyright 2009 Anish Chandak Step 4 (interactive) Auralization Convolve IR with input sound signal Use the directional paths to simulate 3D audio using HRTFs * Impulse Response (IR) * Sound Signal © Copyright 2009 Anish Chandak = = Output Audio Ray Tracing for Sound Propagation [Krokstad,1968] [Kulowski,1984] Input: spherical sound source, spherical listener, scene geometry with acoustic properties Output: energy impulse response (IR) Rendering: convert energy IR into pressure IR convolve IR with audio signal of sound source Note: audio signal is a function of pressure © Copyright 2009 Anish Chandak Shoot Sound Rays (Step 1) Shoot Rays From Source Sound Source Listener S Scene Geometry © Copyright 2009 Anish Chandak L Trace Sound Rays (Step 2) S © Copyright 2009 Anish Chandak L Specular Reflection (Step 3) S L Based on Reflection Coefficient • Annihilate Or Energy Based © Copyright 2009 Anish Chandak Diffuse Reflection (Step 3) Based on Scattering Coefficient • Annihilate or Choose a random direction S © Copyright 2009 Anish Chandak L Construct Energy Histogram (Step 3) S L Collect Rays at the Listener © Copyright 2009 Anish Chandak Construct Pressure IR from Energy Histogram (Step 4) To compute sound signal at a point add sound pressure of all contributions Phase angles of pn and pm are different and for quite a large number of components [Kuttruff,2007] © Copyright 2009 Anish Chandak Auralization (Step 4) Convolve IR with input sound signal Use the directional paths to simulate 3D audio using HRTFs * Impulse Response (IR) * Sound Signal © Copyright 2009 Anish Chandak = = Output Audio Advanced Topic: Acoustic Rendering Equation Equivalent to rendering equation in computer graphics [Kajiya, 1986] Time dependent equation Typically solved in frequency space Very recent development [Siltanen, 2007] Lot of potential to apply graphics techniques of rendering to acoustic rendering equation © Copyright 2009 Anish Chandak Advanced Topic: Acoustic Surface Simplification Visual Geometry [Vorländer,2007] © Copyright 2009 Anish Chandak Acoustic Geometry Advanced Topic: HRTFs for 3D sound Inter-aural Level Difference (ILD) Inter-aural Time Difference (ITD) HRTF = Head Related Transfer Function. Encodes ILD, ITD, and much more. © Copyright 2009 Anish Chandak COMP 770 Course Project Suggestions Sound + Visual (Parameterized Sound) Integrating Sounds and Motions in Virtual Environments (http://search.ebscohost.com/login.aspx?direct=true&db=aph&AN=289953&site=ehostlive) Presence: Teleoperators & Virtual Environments (Journal) (http://search.ebscohost.com/login.aspx?direct=true&db=aph&jid=VTE&site=ehost-live) Acoustic Radiosity Simulation A modified radiosity algorithm for integrated visual and auditory rendering (doi:10.1016/0097-8493(93)90112-M) Samuel Siltanen, Tapio Lokki, and Lauri Savioja, “ACOUSTIC RADIANCE TRANSFER METHOD,” in The 19th International Congress on Acoustics (ICA) (Madrid, 2007), http://www.sea-acustica.es/WEB_ICA_07/fchrs/papers/rba-05-008.pdf. Building Evacuation Using Sound Cues Virtual Acoustic Technology: Its Role in the Development of an Auditory Navigation Beacon for Building Evacuation Building Acoustics (Journal) (http://www.ingentaconnect.com/content/mscp/bac) © Copyright 2009 Anish Chandak Reading List Rudolf Rabenstein, Oliver Schips, and Er Stenger, “Acoustic rendering of buildings,” in In 5th International Conference on Building Simulation, 1997, 8—10 2. Funkhouser, T., Carlbom, I., Elko, G., Pingali, G., Sondhi, M., and West, J. 1998. A beam tracing approach to acoustic modeling for interactive virtual environments. In Proceedings of the 25th Annual Conference on Computer Graphics and interactive Techniques SIGGRAPH '98. ACM, New York, NY, 21-32. 3. Peter Svensson, "The Early History of Ray Tracing in Room Acoustics". 4. Funkhouser, Thomas and Tsingos, Nicolas and Jot, Jean-Marc, "Survey of Methods for Modeling Sound Propagation in Interactive Virtual Environment Systems," Presence and Teleoperation, 2003. 1. © Copyright 2009 Anish Chandak Additional References Michael Vorländer, Auralization: Fundamentals of Acoustics, Modelling, Simulation, Algorithms and Acoustic Virtual Reality, 2007. Samuel Siltanen et al., “The room acoustic rendering equation,” The Journal of the Acoustical Society of America 122, no. 3 (2007): 1624-1635, doi:10.1121/1.2766781. Kajiya, J. T. 1986. The rendering equation. In Proceedings of the 13th Annual Conference on Computer Graphics and interactive Techniques D. C. Evans and R. J. Athay, Eds. SIGGRAPH '86. U. Krockstadt. Calculating the acoustical room response by the use of a ray tracing technique. Journal of Sound and Vibrations, 8(18):118-125, 1968. U. Kulowski. Algorithmic representation of the ray tracing technique. Applied Acoustics, 18:449-469, 1984. Heinrich Kuttruff, Acoustics, 2007. © Copyright 2009 Anish Chandak Questions? © Copyright 2009 Anish Chandak Modeling Sound Material [Embrechts,2001] [Christensen,2005] [Tsingos,2007] © Copyright 2009 Anish Chandak Sound Source Modeling Volumetric Sound Source Directional Sound Source Complex Vibration Source © Copyright 2009 Anish Chandak