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dc.contributor.authorRosen, Matthewen_US
dc.contributor.authorGodin, Keith W.en_US
dc.contributor.authorRaghuvanshi, Nikunjen_US
dc.contributor.editorBender, Jan and Popa, Tiberiuen_US
dc.date.accessioned2020-10-16T06:24:37Z
dc.date.available2020-10-16T06:24:37Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14099
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14099
dc.description.abstractWe present a technique to model wave-based sound propagation to complement visual animation in fully dynamic scenes. We employ 2D wave simulation that captures geometry-based diffraction effects such as obstruction, reverberation, and directivity of perceptually-salient initial sound at the source and listener. We show real-time performance on a single CPU core on modestly-sized scenes that are nevertheless topologically complex. Our key ideas are to exploit reciprocity and use a perceptual encoding and rendering framework. These allow the use of low-frequency finite-difference simulations on static scene snapshots. Our results show plausible audio variation that remains robust to motion and geometry changes. We suggest that wave solvers can be a practical approach to real-time dynamic acoustics. We share the complete C++ code of our ''Planeverb'' system.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectPhysical simulation
dc.subjectVirtual reality
dc.subjectApplied computing
dc.subjectSound and music computing
dc.titleInteractive Sound Propagation For Dynamic Scenes Using 2d Wave Simulationen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersWaves
dc.description.volume39
dc.description.number8
dc.identifier.doi10.1111/cgf.14099
dc.identifier.pages39-46


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  • 39-Issue 8
    ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2020

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