Physically Based Real Time Auralization Of Interactive Virtual Environments

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Physically Based Real-Time Auralization of Interactive Virtual Environments

Physically Based Real-Time Auralization of Interactive Virtual Environments
Author :
Publisher : Logos Verlag Berlin GmbH
Total Pages : 227
Release :
ISBN-10 : 9783832530310
ISBN-13 : 3832530312
Rating : 4/5 (312 Downloads)

Book Synopsis Physically Based Real-Time Auralization of Interactive Virtual Environments by : Dirk Schröder

Download or read book Physically Based Real-Time Auralization of Interactive Virtual Environments written by Dirk Schröder and published by Logos Verlag Berlin GmbH. This book was released on 2011 with total page 227 pages. Available in PDF, EPUB and Kindle. Book excerpt: Analogous to visualization, the auralization of virtual environments describes the simulation of sound propagation inside enclosures where methods of Geometrical Acoustics are mostly applied for a high-quality synthesis of aural stimuli that go along with a certain realistic behavior. In the course of this thesis, the design and implementation of the real-time room acoustics simulation software RAVEN will be described, which is a vital part of the implemented 3D sound-rendering system of RWTH Aachen University's immersive Virtual Reality system. RAVEN relies on present-day knowledge of room acoustical simulation techniques and enables a physically accurate auralization of sound propagation in complex environments including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. Despite this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported at runtime but also modifications and manipulations of the environment itself. All major features are evaluated by investigating both the overall accuracy of the room acoustics simulation and the performance of implemented algorithms, and possibilities for further simulation optimizations are identified by assessing empirical studies of subjects operating in immersive environments


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