본문 바로가기
KERD
논문KCI 등재

다중 음원, 바람 이류 및 온도가 있는 사운드 맵을 처리하기 위한 축소된 레이트레이싱 접근 방식

Reduced Raytracing Approach for Handling Sound Map with Multiple Sound Sources, Wind Advection and Temperature

0

조회

0

다운로드

0

인용

0

참고문헌

키워드

주제분류컴퓨터학

초록

본 논문에서는 기하학 기반의 사운드 생성 기법을 활용하여 1)다중 음원, 2)바람의 이류와 3) 온도에 따른 상호작용을 효율적으로 처리할 수 있는 방법을 제시한다. 최근에 절감된 광선추적법(Reduced raytracing) 기반으로 사운드(Sound) 위치를 업데이트하고 많은 레이(Ray)의 재귀적인 반사/굴절 없이 사운드 전파와 회절을 효율적으로 계산하는 방법이 제안되었지만, 이 접근법은 사운드의 전파 특징만을 고려했지 다중 음원, 바람의 이류와 온도에 따른 상호작용은 고려하지 못했다. 이러한 한계는 정적인 사운드만 생성하기 때문에, 다양한 가상환경에서 사운드를 통한 장면 제작을 어렵게 만든다. 본 논문에서는 여러 개의 사운드가 배치된 상황에서 사운드 맵을 효율적으로구성할 수 있는 방법과 이것을 통해 효율적으로 에이전트의 움직임을 제어할 수 있는 방법을 제시한다. 뿐만 아니라 바람의 이류와 온도를 고려하여 사운드 전파를 제어를 할 수 있는 방법을제안한다. 본 논문에서 제안하는 방법은 사운드를 기반으로 콘테츠 몰입을 개선시킬 수 있는 게임뿐만 아니라 메타버스 환경 디자인, 군중 시뮬레이션 등 다양한 분야에서 활용이 가능하다.

Abstract

In this paper, we present a method that utilizes geometry-based sound generation techniques to efficiently handle multiple sound sources, wind turbulence, and temperature-dependent interactions. Recently, a method based on reduced raytracing has been proposed to update the sound position and efficiently calculate sound propagation and diffraction without recursive reflection/refraction of many rays, but this approach only considers the propagation characteristics of sound and does not consider the interaction of multiple sound sources, wind currents, and temperature. These limitations make it difficult to create sound scenes in a variety of virtual environments because they only generate static sounds. In this paper, we propose a method for efficiently constructing a sound map in a situation where multiple sounds are placed, and a method for efficiently controlling the movement of an agent through it. In addition, we propose a method for controlling sound propagation by considering wind currents and temperature. The method proposed in this paper can be utilized in various fields such as metaverse environment design and crowd simulation, as well as games that can improve content immersion based on sound.

참고문헌 (22)

  1. Takala, Tapio, "Sound rendering", Proceedings of the 19th annual conference on Computer graphics and interactive techniques, pp.211~220 (1992)
  2. Cheong, Y.G, "Procedural Content Generation or Games", Communications of the Korean Institute of Information Scientists and Engineers, 31(7), pp.16~25 (2016)[DOI]
  3. Langlois, T. R., "Toward animating water with complex acoustic bubbles", ACM Transactions on Graphics, 35(4), pp.1~13 (2016)[DOI]
  4. Timothy R. Langlois, "Eigenmode compression for modal sound models", ACM Transactions on Graphics, 33(4), pp.1~9 (2014), Association for Computing Machinery (ACM)[DOI]
  5. Timothy R. Langlois, "Inverse-Foley animation", ACM Transactions on Graphics, 33(4), pp.1~11 (2014), Association for Computing Machinery (ACM)[DOI]
  6. 김종현, "레이트레이싱 기반 회절을 이용한 가상 환경에서의 효율적인 사운드 제어 기법", 한국컴퓨터정보학회논문지, 27(11), pp.81~87 (2022), 한국컴퓨터정보학회[DOI]
  7. Antoine Chaigne, "Numerical simulations of xylophones. I. Time-domain modeling of the vibrating bars", The Journal of the Acoustical Society of America, 101(1), pp.539~557 (1997), Acoustical Society of America (ASA)[DOI]
  8. O'Brien, "Synthesizing sounds from physically based motion", Proceedings of the 28th annual conference on Computer graphics and interactive techniques, pp.529~536 (2001)
  9. O'Brien, "Synthesizing sounds from rigid-body simulations", ACM SIGGRAPH, 2002, 175~181
  10. Florens, "The physical model:modeling and simulating the instrumental universe", 227~267 (1991)
  11. Van de Doel, "Synthesis of shape dependent sounds with physical modeling", Georgia Institute of Technology, ~ (1996)
  12. Van den Doel, K, "The sounds of physical shapes", Presence, 7(4), pp.382~395 (1998)
  13. Van Den Doel, "FoleyAutomatic: physically-based sound effects for interactive simulation and animation", Proceedings of the 28th annual conference on Computer graphics and interactive techniques, pp.537~544 (2001)
  14. Raghuvanshi, N., "Interactive sound synthesis for large scale environments", Proceedings of the 2006 symposium on Interactive 3D graphics and games, pp.101~108 (2006)
  15. Bonneel, "Fast modal sounds with scalable frequency-domain synthesis", ACM SIGGRAPH, pp.1~9 (2008)
  16. Doug L. James, "Precomputed acoustic transfer: output-sensitive, accurate sound generation for geometrically complex vibration sources", ACM Transactions on Graphics, 25(3), pp.987~995 (2006), Association for Computing Machinery (ACM)[DOI]
  17. Dingzeyu Li, "Interactive Acoustic Transfer Approximation for Modal Sound", ACM Transactions on Graphics, 35(1), pp.1~16 (2015), Association for Computing Machinery (ACM)[DOI]
  18. Zhimin Ren, "Example-guided physically based modal sound synthesis", ACM Transactions on Graphics, 32(1), pp.1~16 (2013), Association for Computing Machinery (ACM)[DOI]
  19. H. Fouad, "Perceptually based scheduling algorithms for real-time synthesis of complex sonic environments", Proc. Int. Conf. Auditory Display, pp.1~5 (1997)
  20. Zhimin Ren, "Synthesizing contact sounds between textured models", 2010 IEEE Virtual Reality Conference, pp.139~146 (2010)
  21. Matthew Rosen, "Interactive sound propagation for dynamic scenes using 2D wave simulation", Computer Graphics Forum, 39(8), pp.39~46 (2020), Wiley[DOI]
  22. Antonio Alguacil, "Predicting the propagation of acoustic waves using deep convolutional neural networks", Journal of Sound and Vibration, 512, pp.116285~ (2021), Elsevier BV[DOI]

관련 논문AI추천

이 간행물의 다른 논문 (19건)