K. Bouatouch, O. Deille, J. Maillard, J. Martin, and N. Noé, “Real Time Acoustic Rendering of Complex Environments Including Diffraction and Curved Surfaces,” in Proc. AES Convention 120, May 2006, pp. 6743:1-11. [Online]. Available: https://aes.org/publications/elibrary-page/?id=13547
Bouatouch K, Deille O, Maillard J, Martin J, Noé N. Real Time Acoustic Rendering of Complex Environments Including Diffraction and Curved Surfaces. In: AES Convention 120. Audio Engineering Society; 2006.pp. 6743:1-11. Available from: https://aes.org/publications/elibrary-page/?id=13547
@inproceedings{Bouatouch2006_13547,
author = {Bouatouch, Kadi and Deille, Olivier and Maillard, Julien and Martin, Jacques and Noé, Nicolas},
title = {{Real Time Acoustic Rendering of Complex Environments Including Diffraction and Curved Surfaces}},
booktitle = {AES Convention 120},
pages = {6743:1-11},
url = {https://aes.org/publications/elibrary-page/?id=13547},
year = {2006},
month = may,
publisher = {Audio Engineering Society}
}
TY - CPAPER
TI - Real Time Acoustic Rendering of Complex Environments Including Diffraction and Curved Surfaces
AU - Bouatouch, Kadi
AU - Deille, Olivier
AU - Maillard, Julien
AU - Martin, Jacques
AU - Noé, Nicolas
T2 - AES Convention 120
SP - 1
EP - 11
M1 - Paper 6743
PY - 2006
DA - 2006/05/06
UR - https://aes.org/publications/elibrary-page/?id=13547
PB - Audio Engineering Society
LA - en
AB - A solution to produce virtual sound environments based on the physical characteristics of a modeled complex volume is described. The goal is to reproduce, in real time, the sound field depending on the position of the listener and to allow some interactivity (change in material characteristics for instance). First an adaptive beam tracing algorithm is used to compute a geometrical solution between the sources and several positions inside that volume. This algorithm is not limited to polygonal faces and handles diffraction. Then, the precomputed paths, once ordered and selected, are auralized and an adaptive artificial reverberation is used. New techniques to allow fast and accurate rendering are detailed. The proposed approach provides accurate audio rendering on headphones or within advanced multi-user immersive environments.
ER -