{"id":573651,"date":"2019-03-20T07:58:36","date_gmt":"2019-03-20T14:58:36","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?p=573651"},"modified":"2020-04-23T15:02:40","modified_gmt":"2020-04-23T22:02:40","slug":"project-triton-and-the-physics-of-sound-with-dr-nikunj-raghuvanshi","status":"publish","type":"post","link":"https:\/\/www.microsoft.com\/en-us\/research\/podcast\/project-triton-and-the-physics-of-sound-with-dr-nikunj-raghuvanshi\/","title":{"rendered":"Project Triton and the physics of sound with Dr. Nikunj Raghuvanshi"},"content":{"rendered":"

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Episode 68, March 20, 2019<\/h3>\n

If you\u2019ve ever played video games, you know that for the most part, they look a lot better than they sound. That\u2019s largely due to the fact that audible sound waves are much longer \u2013 and a lot more crafty \u2013 than visual light waves, and therefore, much more difficult to replicate in simulated environments. But Dr. Nikunj Raghuvanshi, a Senior Researcher<\/a> in the Interactive Media Group at Microsoft Research<\/a>, is working to change that by bringing the quality of game audio up to speed with the quality of game video. He wants you to hear how sound really travels \u2013 in rooms, around corners, behind walls, out doors \u2013 and he\u2019s using computational physics to do it.<\/p>\n

Today, Dr. Raghuvanshi talks about the unique challenges of simulating realistic sound on a budget (both money and CPU), explains how classic ideas in concert hall acoustics need a fresh take for complex games like Gears of War<\/em>, reveals the computational secret sauce you need to deliver the right sound at the right time, and tells us about Project Triton<\/a>, an acoustic system that models how real sound waves behave in 3-D game environments to makes us believe with our ears as well as our eyes.<\/p>\n

Related:<\/h3>\n