파도의 효율적인 사운드 합성을 위한 입자-격자 기법
A Particle-Grid Method for Efficient Sound Synthesis of Ocean Waves
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초록
본 논문에서는 거품 입자의 물리적 속성을 활용하여 거품 사운드를 합성하고 크기를 효율적으로 제어할 수 있는 기법을 제안한다. 물리 기반 시뮬레이션 환경에서 사운드를 표현하는 대표적인 방법은 가상 사운드의 생성과 합성이다. 특히 거품 입자는 개수가 많기 때문에 입자만으로 사운드를 합성하는 것은 계산양이 크며, 이를 계산 양을 줄일 수 있는 방법은 공간(Spatial) 정보인격자를 이용하는 것이다. 본 논문에서는 거품 입자를 격자 공간으로 안정적으로 매핑하고 군집화하는 방법을 제시한다. 또한, 이 구조를 활용하여 사운드의 근원지와 청중의 위치 관계에 따라 사운드의 크기를 제어한다. 결과적으로 본 논문에서 제안하는 방법은 거품 입자의 사운드를 효율적으로 합성하는 방법을 제안한다. 이를 위해 격자 공간에 투영된 거품 입자의 속도와 위치를 활용하고, 청중의 위치 관계 및 사운드의 방향성을 기반으로 거품 입자의 사운드를 합성한다.
Abstract
In this paper, we propose a technique that utilizes the physical properties of foam particles to synthesize foam sounds and efficiently control their size. A typical way to represent sound in physics-based simulation environments is to generate and synthesize virtual sounds. In particular, foam particles have a large number of particles, so synthesizing sounds using only particles is computationally expensive, and a way to reduce the amount of computation is to use spatial information, lattices. In this paper, we present a method for reliably mapping and clustering foam particles into a lattice space. Furthermore, we utilize this structure to control the loudness of the sound according to the location of the sound source and the audience. As a result, the method proposed in this paper proposes an efficient way to synthesize the sound of bubble particles, which utilizes the velocity and position of the bubble particles projected in the lattice space, and synthesizes the sound of bubble particles based on the position relationship of the audience and the directionality of the sound.
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