Digital Sound Ming C. Lin & Zhimin Ren

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Transcription:

Digital Sound Ming C. Lin & Zhimin Ren Department of Computer Science University of North Carolina http://gamma.cs.unc.edu/sound

How can it be done? Foley artists manually make and record the sound from the real-world interaction Lucasfilm Foley Artist

How about Computer Simulation? Physical simulation drives visual simulation Sound rendering can also be automatically generated via 3D physical interaction

Sound Rendering: An Overview Scientific Visualization Acoustic Geometry -- surface simplification Acoustic Material -- absorption coefficient -- scattering coefficient Source Modeling -- area source -- emitting characteristics -- sound signal Specular Reflection Scattering Diffraction Refraction Doppler Effect Attenuation Interference Late Reverberation Personalized HRTFs for 3D sound Digital Signal Processing Interpolation for Dynamic Scenes Modeling Propagation 3D Audio Rendering

Modeling Sound Material [Embrechts,2001] [Christensen,2005] [Tsingos,2007]

Applications Advanced Interfaces Multi-sensory Visualization Minority Report (2002) Multi-variate Data Visualization

Applications Games VR Training Game (Half-Life 2) Medical Personnel Training

Applications Acoustic Prototyping Symphony Hall, Boston Level Editor, Half Life

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)

3D Audio Rendering Main Components 3D Audio and HRTF Artifact free rendering for dynamic scenes Handling many sound sources

Overview of Sound Simulation The complete pipeline for sound simulation Sound Synthesis Sound Propagation Sound Rendering

Overview of Sound Simulation Sound Synthesis

Overview of Sound Simulation Sound Propagation

Overview of Sound Simulation Sound Rendering

Synthesis System Overview

Synthesis System Overview Sound synthesis module Modal Analysis: Raghuvanshi & Lin (2006) Impulse response

Synthesis System Overview Interaction handling module State detection: lasting and transient contacts Converting interactions into impulses

Modal Analysis Deformation modeling Vibration of surface generates sound Sound sampling rate: 44100 Hz Impossible to calculate the displacement of the surface at sampling rate Represent the vibration pattern by a bank of damped oscillators (modes) Standard technique for real-time sound synthesis

Modal Analysis Discretization An input triangle mesh a spring-mass system A spring-mass system a set of decoupled modes

Modal Analysis The spring-mass system set-up Each vertex is considered as a mass particle Each edge is considered as a damped spring

Our Solution Three levels of simulation Macro level: simulating the interactions on the overall surface shape Meso level: simulating the interactions on the surface material bumpiness Micro level: simulating the interactions on the surface material roughness

Three-level Simulation Macro level: Geometry information Update rate: 100 s Hz Update rate does not need to be high The geometry information is from the input triangle mesh, and contacts are reported by collision detection in the physics engine.

Three-level Simulation Meso level: Bumpiness Bump mapping is ubiquitous in real-time graphics rendering Bump maps are visible to users but transparent to physics simulation

Three-level Simulation Micro level simulation: Van den Doel et al. 01 Fractal noise is used to simulate the micro-level interaction Live demo of only micro-level simulation enabled And both micro, meso, and macro-level simulation enabled

Three-level Simulation Advantages: Fast and simple. Makes real-time sound synthesis driven by complex interaction possible. Captures the richness of sound varying at three levels of resolution Visual and auditory feedbacks are consistent

Video Demonstration Video

Integration with Touch-Enabled Interfaces Multi-Touch Display Camer tracking user hand gesture; sense of touch provided by display surfaces Haptic Devices Existing physics engine provides sufficient information for user-object interaction

Virtual Musical Instrument Video

Sounding Liquids Work in physics and engineering literature since 1917 Sound generated by resonating bubbles Physically-based Models for Liquid Sounds (van den Doel, 2005) Spherical bubble model No fluid simulator coupling Hand tune bubble profile

Background (Fluid) Grid-based methods Accurate to grid resolution Bubbles can be smaller Slow Can be two-phase

Background (Fluid) Shallow Water Equations Simulate water surface No breaking waves Real time One phase Explicit bubbles

Overview Generate sound from existing fluid simulation Model sound generated by bubbles Apply model to two types of fluid simulators Particle-Grid-based Extract bubbles Process spherical and non-spherical bubbles Generate sound Shallow Water Equations Processes surface Curvature and velocity Select bubble from distribution Generate sound

Mathematical Formulations Spherical Bubbles R 0 R Non-spherical bubbles Decompose into a spherical harmonics

Video Demonstration Video

Summary Simple, automatic sound synthesis Applied to two fluid simulators Interactive, shallow water High-quality, grid based