Abstrakti
Late reverberation rendering in video games and virtual reality applications can be challenging due to limited computational resources. Typical scenes feature complex geometries with multiple coupled rooms or non-uniform absorption. Additionally, the audio engine must continuously adapt to the player’s movements and the sound sources in the scene. This paper proposes a dynamic rendering system for anisotropic and inhomogeneous late reverberation. It is based on the common-slope model and uses a set of exponentially decaying reverberators that are weighted with position-, direction-, and frequency-dependent gains. We evaluate the system in a scene consisting of three coupled rooms, where we illustrate the reverberator gains for multiple octave bands. The proposed method allows real-time rendering of the spatial late reverberation while using a small number of artificial reverberators.
Alkuperäiskieli | Englanti |
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Otsikko | 2024 6th International Conference on Audio for Games |
Kustantaja | Curran Associates Inc. |
Sivut | 41-48 |
Sivumäärä | 8 |
ISBN (elektroninen) | 978-1-7138-9714-9 |
Tila | Julkaistu - 6 huhtik. 2024 |
OKM-julkaisutyyppi | A4 Artikkeli konferenssijulkaisussa |
Tapahtuma | AES International Conference on Audio for Games - Tokyo, Japani Kesto: 27 huhtik. 2024 → 29 huhtik. 2024 Konferenssinumero: 6 |
Julkaisusarja
Nimi | 2024 6th International Conference on Audio for Games |
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Conference
Conference | AES International Conference on Audio for Games |
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Maa/Alue | Japani |
Kaupunki | Tokyo |
Ajanjakso | 27/04/2024 → 29/04/2024 |