J. van Mourik and D. Murphy, “Geometric and Wave-Based Acoustic Modelling Using Blender,” in Proc. AES Conference: 49th International Conference: Audio for Games, Feb. 2013, Paper P-5. [Online]. Available: https://aes.org/publications/elibrary-page/?id=16659
van Mourik J, Murphy D. Geometric and Wave-Based Acoustic Modelling Using Blender. In: AES Conference: 49th International Conference: Audio for Games. Audio Engineering Society; 2013. Paper P-5. Available from: https://aes.org/publications/elibrary-page/?id=16659
@inproceedings{vanMourik2013_16659,
author = {van Mourik, Jelle and Murphy, Damian},
title = {{Geometric and Wave-Based Acoustic Modelling Using Blender}},
booktitle = {AES Conference: 49th International Conference: Audio for Games},
note = {Paper P-5},
year = {2013},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=16659}
}
TY - CPAPER
TI - Geometric and Wave-Based Acoustic Modelling Using Blender
AU - van Mourik, Jelle
AU - Murphy, Damian
T2 - AES Conference: 49th International Conference: Audio for Games
M1 - Paper P-5
PY - 2013
DA - 2013/02/06
UR - https://aes.org/publications/elibrary-page/?id=16659
PB - Audio Engineering Society
LA - en
AB - Geometric and wave-based acoustic algorithms have been shown as appropriate for the auralisation of room acoustic models. In particular they hold significant potential to be used in interactive virtual environments as a means of real-time sound rendering, with possible applications ranging from aiding architectural acoustic design to enhancing computer game audio. This paper presents a tool for developing acoustical scenes in Blender, an open source 3D development programme, based on 3D acoustic modelling using ray-tracing and/or FDTD methods. With the potential for real-time interaction and walk-through auralisation by means of the Blender Game Engine we demonstrate how Blender can be used as part of the acoustical design process.
ER -