Rosen, MatthewGodin, Keith W.Raghuvanshi, NikunjBender, Jan and Popa, Tiberiu2020-10-162020-10-1620201467-8659https://doi.org/10.1111/cgf.14099https://diglib.eg.org:443/handle/10.1111/cgf14099We 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.Computing methodologiesPhysical simulationVirtual realityApplied computingSound and music computingInteractive Sound Propagation For Dynamic Scenes Using 2d Wave Simulation10.1111/cgf.1409939-46