AD-Frustum : adaptive frustum tracing for interactive sound propagation

We present an interactive algorithm to compute sound propagation paths for transmission, specular reflection and edge diffraction in complex scenes. Our formulation uses an adaptive frustum representation that is automatically sub-divided to accurately compute intersections with the scene primitives...

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Bibliographische Detailangaben
Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 14(2008), 6 vom: 07. Nov., Seite 1707-14
1. Verfasser: Chandak, Anish (VerfasserIn)
Weitere Verfasser: Lauterbach, Christian, Taylor, Micah, Ren, Zhimin, Manocha, Dinesh
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2008
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article
Beschreibung
Zusammenfassung:We present an interactive algorithm to compute sound propagation paths for transmission, specular reflection and edge diffraction in complex scenes. Our formulation uses an adaptive frustum representation that is automatically sub-divided to accurately compute intersections with the scene primitives. We describe a simple and fast algorithm to approximate the visible surface for each frustum and generate new frusta based on specular reflection and edge diffraction. Our approach is applicable to all triangulated models and we demonstrate its performance on architectural and outdoor models with tens or hundreds of thousands of triangles and moving objects. In practice, our algorithm can perform geometric sound propagation in complex scenes at 4-20 frames per second on a multi-core PC
Beschreibung:Date Completed 30.12.2008
Date Revised 07.11.2008
published: Print
Citation Status PubMed-not-MEDLINE
ISSN:1941-0506
DOI:10.1109/TVCG.2008.111