Wand, M.Straßer, W.Markus Gross and Hanspeter Pfister and Marc Alexa and Szymon Rusinkiewicz2014-01-292014-01-2920043-905673-09-61811-7813https://doi.org/10.2312/SPBG/SPBG04/003-011Point-based multi-resolution representations have been used successfully for rendering highly complex three dimensional scenes in real-time. In this paper, we apply this paradigm to sound rendering: A hierarchy of stochastic sample sound sources is used to approximate complex sound environments (containing a large number of sound sources, such as a football stadium), allowing for interactive real-time walkthroughs. Additionally, the proposed technique can be used for observer-dependent auralizations of simple approximations of global sound propagation. Typical applications of the technique are in virtual reality and computer games, especially to complement established output-sensitive algorithms for rendering visual content.Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Methodology and Techniques - Graphics data structures and data types; G.3 [Probability and Statistics]: Probabilistic algorithmsMulti-Resolution Sound Rendering