Spheres collide against a piecewise planar surface, as well as against themselves.
Our technique synthesizes audio for the collisions on the fly.
Realistic Real-Time Sound Re-Synthesis and Processing for Interactive Virtual Worlds
Fernando Trebien
ftrebien@inf.ufrgs.br

Manuel M. Oliveira
oliveira@inf.ufrgs.br

Instituto de Informática, UFRGS

Logo INFLogo UFRGS

The Visual Computer.
Volume 25, Numbers 5-7, May 2009. pp. 469-477. [DOI]


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Abstract Downloads Reference Acknowledgments

Abstract

We present new GPU-based techniques for implementing linear digital filters for real-time audio processing. Our solution for recursive filters is the first presented in the literature. We demonstrate the relevance of these algorithms to computer graphics by synthesizing realistic sounds of colliding objects made of different materials, such as glass, plastic, and wood, in real time. The synthesized sounds can be parameterized by the object materials, velocities, and collision angles. Despite its flexibility, our approach uses very little memory, since it essentially requires a set of coefficients representing the impulse response of each material sound. Such features make our approach an attractive alternative to traditional CPU-based techniques that use playback of pre-recorded sounds.

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Reference

Citation

Trebien, Fernando and Manuel M. Oliveira"Realistic real-time sound re-synthesis and processing for interactive virtual worlds"The Visual Computer. Volume 25 (2009), Numbers 5-7,  pp. 469-477.

BibTeX

@article {springerlink:10.1007/s00371-009-0341-5,
   author = {Fernando Trebien and Manuel M. Oliveira},
   title = {Realistic real-time sound re-synthesis and processing for interactive virtual worlds},
   journal = {The Visual Computer},
   pages = {469-477},
   volume = {25},
   issue = {5},
   year = {2009}
}

Keywords

Recursive filters, Real-time audio processing, Linear digital filters, GPU-based techniques.

Acknowledgments

CNPq-Brazil fellowships and grants #130732/2007-9, 305613/2007-3.