{"id":309302,"date":"2016-10-20T10:04:22","date_gmt":"2016-10-20T17:04:22","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=309302"},"modified":"2019-04-09T23:41:07","modified_gmt":"2019-04-10T06:41:07","slug":"numerical-wave-simulation-interactive-audio-visual-applications","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/numerical-wave-simulation-interactive-audio-visual-applications\/","title":{"rendered":"Numerical wave simulation for interactive audio-visual applications"},"content":{"rendered":"

Sound is an integral part of many interactive<\/span> applications, such as 3D computer<\/span> games. The generality and complexity of the simulated domains makes wave<\/span> simulation a natural fit. The opposing goals of real-time execution and compute intensiveness of wave<\/span> simulation provide a rich ground for designing novel computational methods. Two instances of such audio-visual interactive<\/span> techniques will be discussed. The first technique employs precomputed wave<\/span> simulation for providing acoustic effects<\/span> in computer<\/span> games. Time-domain 3D simulation is performed from many prospective player positions, resulting in a 7D field containing billions of acoustic responses. Perceptual encoding<\/span> is then performed to drastically reduce memory requirements. Interactive<\/span> motion of player and sources in the game can then be accommodated via quickly decoding and auralizing the pre-calculated wave<\/span>effects.<\/span> The second technique explores the limits of real-time parallel<\/span> numerical acoustic computation on today’s desktop graphics cards. The user is presented with a 2D \u201csandbox\u201d environment for designing virtual 2D musical wind instruments that are instantly simulated in real-time for the entire human auditory bandwidth. Instrument shape editing and performance via manipulating tone-holes\/valves can be done on-the-fly. Video demonstrations of both techniques will be shown along with a discussion of the core technical ideas.<\/p>\n","protected":false},"excerpt":{"rendered":"

Sound is an integral part of many interactive applications, such as 3D computer games. The generality and complexity of the simulated domains makes wave simulation a natural fit. The opposing goals of real-time execution and compute intensiveness of wave simulation provide a rich ground for designing novel computational methods. Two instances of such audio-visual interactive 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