Modelling, Auralization and Acoustic Virtual Reality ERIK MOLIN
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1 Modelling, Auralization and Acoustic Virtual Reality ERIK MOLIN
2 Overview Auralization Overview & motivation Audio sources Room models Receiver modelling
3 Auralization what and why? For a given space, sound source(s), and listener position what sound does the listener hear?
4 Auralization what and why? Virtual spaces Acoustic Design
5 Auralization what and why? Virtual spaces Entertainment
6 Sound propagation system model
7 Sound propagation system model
8 Sound propagation system model
9 Sound sources What they actually sound like It turns out it doesn t really matter (as we shall see later) Directivity d(ϕ,θ) Trumpet? Reasonably independent of theta Generally nice with symmetry
10 Sound sources directivity Directivity is frequency dependent Directivity d(ϕ,θ, f) Loudspeaker:
11 Sound sources spatial extension The trumpet can be modeled as a point but what about a guitar?
12 Sound sources spatial extension What about a wall?
13 Sound sources conclusion Hard problem! Current solutions mainly directed point sources No current software accurately models transmission
14 Sound propagation system model
15 Background - Filters Input filter output
16 Background - Filters Equaliser: Perceptively - Equaliser changes frequency content.
17 Background - Filters Echo: Perceptively echo changes time content.
18 Background - Filters Fourier analysis changes reflected in both time and frequency. Fourier transform FT Signal(t) (FT) signal(f) FT^-1 Signal (t) Time and frequency domains are interchangable
19 Signals Analog signal: continuous, physical: voltage, pressure, Digital signal: sequence of numbers xn
20 Impulse responses δ(t) = 1 if t = 0, 0 otherwise. Impulse response I of filter/system S: I = S(δ)
21 Impulse responses Why is this important? All signals can be expressed as sum of na * δ(x - a)!
22 Impulse responses Why is this important? All signals can be expressed as sum of δ(x - a) If system linear, all outputs can be expressed as sum of I
23 Impulse responses Why is this important? All signals can be expressed as sum of δ(x - a) If system linear, all outputs can be expressed as sum of I This lets us run simulation with δ input, and use this result to calculate result for any input
24 Sound propagation system model
25 Room Impulse Response (RIR) Can be measured (recall reverberation time measurements)
26 Room Impulse Response (RIR) Can be measured (recall reverberation time measurements) Can also be simulated: RIR(xr, xs, G)» Xr receiver position (+directivity)» Xs source position (+directivity)» G geometry of the room including acoustic data
27 RIR acoustic parameters Some measure of absorption Some measure of reflection More?
28 How to create the RIR? Insane method: Full pressure field simulation from 20Hz to 20kHz lots of time and/or money. Sampling theorem: mesh must match frequency.
29 How to create the RIR? Insane method: Full pressure field simulation from 20Hz to 20kHz lots of time and/or money. Less insane: use what we know! Wave phenomena only very important below schroeder frequency! Wave models below that, simpler models above Combine somehow
30 Geometric acoustics Has been used since ~1990. (when computers became powerful enough to do it) Models sound as rays no wave phenomena Absorption coefficient for reflections
31 Image source method Make a mirror image in each surface
32 Image source method Store distance, amplitude of each mirror source Energy rather than pressure
33 Image source method Non-convex rooms need visibility lookup
34 Image source method Exact solution for flat hard surfaces, convex rooms
35 Image source method...but real rooms have soft & scattering surfaces
36 Reflection modelling: BRDF Bidirectional Reflectance Distribution Function
37 Stochastic Ray tracing Computationally heavier than IS but scales better Can handle scattering Not exact.
38 Stochastic Ray tracing Fire rays in a spherical distribution, and see what they hit.
39 Stochastic Ray tracing Fire rays in a spherical distribution, and see what they hit. (1) reflected sound (2) direct sound (3) miss wasted computation
40 Stochastic Ray tracing Fire rays in a spherical distribution, and see what they hit. (1) reflected sound Uses BRDF as probability distribution for reflected ray
41 Acoustic radiance transfer
42 Conclusion modelling techniques Full wave simulations are still computationally expensive Several approximate methods exist each with strengths and drawbacks Current research: ray tracing, wave simulation, radiosity. Goal: interactive auralizations for VR
43 Sound propagation system model
44 What a difference a head makes Interaural Time Difference, Interaural Level Difference
45 What a difference an ear makes Elevation dependent filter
46 Directional audio (DTU Copenhagen)
47 Head related impulse response - HRIR Head related transfer function - HRTF HRTF = FFT(HRIR) terminology difference Captures the effect of the head and torso on sound
48 How do we obtain the HRTF? Measurement in anechoic chamber Cumbersome and expensive HRTFs are individual!
49 How do we obtain the HRTF? Simulation 3d scan of torso + solve wave equation Less cumbersome, but still quite
50 How do we obtain the HRTF? HRTF individual - but is governed by body dimensions
51 How do we assign the HRTF? HRTF individual - but is governed by body dimensions
52 How do we assign the HRTF? Microsoft hololens Augmented Reality headset Measures some head parameters, maps to interpolation of HRTF measurements.
53 Conclusion Many open problems Renewed interest with VR development especially for HRTF.
54 Bonus Material: Microsoft TRITON. Full wave simulation of game levels Insane indeed
55 Triton = baked wave simulation Wave simulation: Accurate & reliable results on complex scenes Runtime = lookup + interpolation. Light on CPU. Need *dynamic* source & listener: large RAM! Baking is restricted to static geometry Feasible first step Dynamic scenes (doors/destruction): could layer heuristics on top, like lighting
56 Auto-layout adaptively-sampled player probes
57 Baking for moving sources & listener is costly 100 machines ~4 hours ~10-20 minutes per player probe ~ player probes per Gears campaign map Trivially parallel: double machines, half time Bake tool runs on PC/Xbox (latter as bake game )
58 50 TB 100 MB
59 A Shift in Thinking: How Real is Too Real for Game Acoustics? Lesson 3: Triton simulations can violate expectations: small spaces can generate very long decay times. large spaces can generate short decay times. In games, we have emotional requirements for reverb to inform storytelling. Solution: Scriptable designer-based interpretations of the Triton data. AKA The Triton Tweak Acoustics node.
60
61 Image source method Scales badly with room complexity, time.
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