tailieunhanh - Báo cáo hóa học: " Research Article Two-Dimensional Beam Tracing from Visibility Diagrams for Real-Time Acoustic Rendering"

Tuyển tập báo cáo các nghiên cứu khoa học quốc tế ngành hóa học dành cho các bạn yêu hóa học tham khảo đề tài: Research Article Two-Dimensional Beam Tracing from Visibility Diagrams for Real-Time Acoustic Rendering | Hindawi Publishing Corporation EURASIP Journal on Advances in Signal Processing Volume 2010 Article ID 642316 18 pages doi 2010 642316 Research Article Two-Dimensional Beam Tracing from Visibility Diagrams for Real-Time Acoustic Rendering F. Antonacci EURASIP Member A. Sarti EURASIP Member and S. Tubaro EURASIP Member Dipartimento di Elettronica ed Informazione Politecnico di Milano Piazza Leonardo da Vinci 32 20133 Milano Italy Correspondence should be addressed to F. Antonacci antonacc@ Received 26 February 2010 Revised 24 June 2010 Accepted 25 August 2010 Academic Editor Udo Zoelzer Copyright 2010 F. Antonacci et al. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use distribution and reproduction in any medium provided the original work is properly cited. We present an extension of the fast beam-tracing method presented in the work of Antonacci et al. 2008 for the simulation of acoustic propagation in reverberant environments that accounts for diffraction and diffusion. More specifically we show how visibility maps are suitable for modeling propagation phenomena more complex than specular reflections. We also show how the beam-tree lookup for path tracing can be entirely performed on visibility maps as well. We then contextualize such method to the two different cases of channel point-to-point rendering using a headset and the rendering of a wave field based on arrays of speakers. Finally we provide some experimental results and comparisons with real data to show the effectiveness and the accuracy of the approach in simulating the soundfield in an environment. 1. Introduction Rendering acoustic sources in virtual environments is a challenging problem especially when real-time operation is required without giving up a realistic impression of the result. The literature is rich with methods that approach this problem for a variety of purposes. Such methods are roughly .

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