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Performance and Perceived Realism in Rasterized 3D Sound Propagation for Interactive Virtual Environments
Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
2019 (English)Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Background. 3D sound propagation is important for immersion and realism in interactive and dynamic virtual environments. However, this is difficult to model in a physically accurate manner under real-time constraints. Computer graphics techniques are used in acoustics research to increase performance, yet there is little utilization of the especially efficient rasterization techniques, possibly due to concerns of physical accuracy. Fortunately, psychoacoustics have shown that perceived realism does not equate physical accuracy. This indicates that perceptually realistic and high-performance 3D sound propagation may be achievable with rasterization techniques.

Objectives. This thesis investigates whether 3D sound propagation can be modelled with high performance and perceived realism using rasterization-based techniques.

Methods. A rasterization-based solution for 3D sound propagation is implemented. Its perceived realism is measured using psychoacoustic evaluations. Its performance is analyzed through computation time measurements with varying sound source and triangle count, and theoretical calculations of memory consumption. The performance and perceived realism of the rasterization-based solution is compared with an existing solution.

Results. The rasterization-based solution shows both higher performance and perceived realism than the existing solution.

Conclusions. 3D sound propagation can be modelled with high performance and perceived realism using rasterization-based techniques. Thus, rasterized 3D sound propagation may provide efficient, low-cost, perceptually realistic 3D audio for areas where immersion and perceptual realism are important, such as video games, serious games, live entertainment events, architectural design, art production and training simulations.

Abstract [sv]

Bakgrund. 3D-ljudpropagering är viktig för inlevelse och realism i interaktiva och dynamiska virtuella miljöer. Dock är detta svårt att modellera på fysiskt träffsäkert sätt med realtidsbegränsningar. Tekniker inom datorgrafik används inom akustikforskning för att öka prestanda, ändock används knappt de synnerligen effektiva rasteriseringsteknikerna, möjligtvis på grund av osäkerhet kring fysisk träffsäkerhet. Lyckligtvis har psykoakustiken visat att uppfattad realism inte är detsamma som fysisk träffsäkerhet. Detta är en indikation på att högpresterande och perceptuellt realistisk 3D-ljudpropagering kan åstadkommas med rasteriseringstekniker.

Syfte. Denna avhandling undersöker huruvida 3D-ljudpropagering kan modelleras med hög prestanda och perceptuell realism med rasteriseringstekniker.

Metod. En rasteriseringsbaserad lösning för 3D-ljudpropagering implementeras. Dess perceptuella realism mäts genom psykoakustiska utvärderingar. Dess prestanda analyseras genom körtidsmätningar vid varierande antal ljudkällor och trianglar, och teoretiska uträkningar över minnesanvändning. Den perceptuella realismen och prestandan hos den rasteriseringsbaserade lösningen jämförs med en existerande lösning.

Resultat. Den rasteriseringsbaserade lösningen påvisar både högre perceptuell realism och prestanda än den existerande lösningen.

Slutsatser. 3D-ljudpropagering kan modelleras med hög prestanda och perceptuell realism med rasteriseringsbaserade tekniker. Alltså kan rasteriserad 3D-ljudpropagering bistå med effektivt, billigt och perceptuellt realistiskt 3D-ljud för områden där inlevelse och perceptuell realism är viktiga, såsom videospel, seriösa spel, live underhållningsevents, arkitekturdesign, konstproduktion och träningssimulationer.

Place, publisher, year, edition, pages
2019. , p. 57
Keywords [en]
psychoacoustics, rasterization, hardware-acceleration
Keywords [sv]
psykoakustik, rasterisering, hårdvaruacceleration
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:bth-18251OAI: oai:DiVA.org:bth-18251DiVA, id: diva2:1332827
Subject / course
Degree Project in Master of Science in Engineering 30,0 hp
Educational program
PAACI Master of Science in Game and Software Engineering
Presentation
2019-06-03, J2514, Valhallavägen 1, Karlskrona, 15:00 (English)
Supervisors
Examiners
Available from: 2019-07-03 Created: 2019-06-28 Last updated: 2022-05-12Bibliographically approved

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