N. Tsingos, W. Jiang, and I. Williams, “Using Programmable Graphics Hardware for Acoustics and Audio Rendering,” J. Audio Eng. Soc., vol. 59, no. 9, pp. 628–646, Sep. 2011.
Tsingos N, Jiang W, Williams I. Using Programmable Graphics Hardware for Acoustics and Audio Rendering. J Audio Eng Soc. 2011;59(9):628-646. Available from: https://aes.org/publications/elibrary-page/?id=15979
@article{Tsingos2011_15979,
author = {Tsingos, Nicolas and Jiang, Wenyu and Williams, Ian},
title = {{Using Programmable Graphics Hardware for Acoustics and Audio Rendering}},
journal = {Journal of the Audio Engineering Society},
volume = {59},
number = {9},
pages = {628--646},
year = {2011},
month = sep,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=15979}
}
TY - JOUR
TI - Using Programmable Graphics Hardware for Acoustics and Audio Rendering
AU - Tsingos, Nicolas
AU - Jiang, Wenyu
AU - Williams, Ian
T2 - Journal of the Audio Engineering Society
J2 - J. Audio Eng. Soc.
VL - 59
IS - 9
SP - 628
EP - 646
PY - 2011
DA - 2011/09/06
UR - https://aes.org/publications/elibrary-page/?id=15979
PB - Audio Engineering Society
LA - en
AB - The rapid evolution of dedicated graphics hardware during the last decade allows for a dramatic increase in processing power for many audio applications that are unrelated to visual rendering. Modern graphical processing units can be used for audio processing in virtual reality and computer games. Their massively-parallel architecture offers 5- to 100-fold performance improvement compared to CPU implementations, as shown by such applications as audio rendering or speech recognition. Improved hardware features in the form of memory caches, multithreaded calls, better connection to the CPU, and standardized programming tools make them an attractive choice for compute-intensive audio applications.
ER -