Methods, systems, and computer readable media for simulating sound propagation in large scenes using equivalent sources
US-9711126-B2 · Jul 18, 2017 · US
US9977644B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9977644-B2 |
| Application number | US-201514812785-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jul 29, 2015 |
| Priority date | Jul 29, 2014 |
| Publication date | May 22, 2018 |
| Grant date | May 22, 2018 |
A practical reading order for non-experts. Skip the full description unless you need deep technical detail.
What the patent document calls the invention.
A short plain-language summary of the technical disclosure.
Who owns or filed the patent and who is credited as inventor.
Filing, priority, publication, and grant dates set the timeline.
The legal scope of protection — read this for what is actually claimed.
Technology tags used to group this patent with similar filings.
Prior art links and similar publications in this corpus.
Official abstract text for this publication.
Methods, systems, and computer readable media for conducting interactive sound propagation and rending for a plurality of sound sources in a virtual environment scene are disclosed. According to one method, the method includes decomposing a virtual environment scene containing a plurality of sound sources into a plurality of partitions and forming a plurality of source group clusters, wherein each of the source group clusters includes two or more of the sound sources located within a common partition. The method further includes determining, for each of the source group clusters, a single set of sound propagation paths relative to a listener position and generating a simulated output sound at a listener position using sound intensities associated with the determined sets of sound propagation paths.
Opening claim text (preview).
What is claimed is: 1. A method for conducting interactive sound propagation and rendering for a plurality of sound sources in a virtual environment scene, the method comprising: decomposing a virtual environment scene containing a plurality of sound sources into a plurality of partitions; forming a plurality of source group clusters, wherein each of the source group clusters includes two or more of the sound sources located within a common partition; determining, for each of the source group clusters, a single set of sound propagation paths relative to a listener position; generating a simulated output sound at a listener position using sound intensities associated with the determined sets of sound propagation paths, wherein generating a simulated output sound includes sorting each of the sound propagation paths based on an amount of Doppler shifting exhibited by the sound propagation path; and rendering a sound intensity using fractional delay line interpolation on a first group of the sound propagation paths that exhibits an amount of Doppler shifting that exceeds a predefined threshold. 2. A method for conducting interactive sound propagation and rendering for a plurality of sound sources in a virtual environment scene, the method comprising: decomposing a virtual environment scene containing a plurality of sound sources into a plurality of partitions; forming a plurality of source group clusters, wherein each of the source group clusters includes two or more of the sound sources located within a common partition; determining, for each of the source group clusters, a single set of sound propagation paths relative to a listener position; generating a simulated output sound at a listener position using sound intensities associated with the determined sets of sound propagation paths, wherein generating a simulated output sound includes sorting each of the sound propagation paths based on an amount of Doppler shifting exhibited by the sound propagation path; and rendering a sound intensity using a partitioned block convolution algorithm on a second group of the sound propagation paths that exhibits an amount of Doppler shifting that fails to exceed a predefined threshold. 3. The method of claim 1 wherein the sound sources are formed into source group clusters based on a location relative to the listener position. 4. The method of claim 1 wherein the simulated output sound includes specular and diffuse reflections that are determined by tracing rays backwards from the listener position to at least one of the sound sources. 5. The method of claim 1 wherein forming the plurality of source group clusters includes merging two or more source group clusters into a single merged source group cluster. 6. A system for conducting interactive sound propagation and rendering for a plurality of sound sources in a virtual environment scene, the system comprising: a processor; a scene decomposition module (SDM) executable by the processor, the SDM is configured to decompose a virtual environment scene containing a plurality of sound sources into a plurality of partitions; a sound source clustering (SSC) module executable by the processor, the SSC module is configured to: form a plurality of source group clusters, wherein each of the source group clusters includes two or more of the sound sources located within a common partition; and determine, for each of the source group clusters, a single set of sound propagation paths relative to a listener position; and a hybrid convolution audio rendering (HCAR) module executable by the processor, the HCAR module is configured to: generate a simulated output sound at a listener position using sound intensities associated with the determined sets of sound propagation paths by sorting each of the sound propagation paths based on an amount of Doppler shifting exhibited by the sound propagation path, and render a sound intensity using fractional delay line interpolation on a first group of the sound propagation paths that exhibits an amount of Doppler shifting that exceeds a predefined threshold. 7. A system for conducting interactive sound propagation and rendering for a plurality of sound sources in a virtual environment scene, the system comprising: a processor; a scene decomposition module (SDM) executable by the processor, the SDM is configured to decompose a virtual environment scene containing a plurality of sound sources into a plurality of partitions; a sound source clustering (SSC) module executable by the processor, the SSC module is configured to: form a plurality of source group clusters, wherein each of the source group clusters includes two or more of the sound sources located within a common partition; and determine, for each of the source group clusters, a single set of sound propagation paths relative to a listener position; and a hybrid convolution audio rendering (HCAR) module executable by the processor, the HCAR module is configured to: generate a simulated output sound at a listener position using sound intensities associated with the determined sets of sound propagation paths by sorting each of the sound propagation paths based on an amount of Doppler shifting exhibited by the sound propagation path; and render a sound intensity using a partitioned block convolution algorithm on a second group of the sound propagation paths that exhibits an amount of Doppler shifting that fails to exceed a predefined threshold. 8. The system of claim 6 wherein the sound sources are formed into source group clusters based on a location relative to the listener position. 9. The system of claim 6 wherein the simulated output sound includes specular and diffuse reflections that are determined by tracing rays backwards from the listener position to at least one of the sound sources. 10. The system of claim 6 wherein the SSC module is further configured to merging two or more source group clusters into a single merged source group cluster. 11. A non-transitory computer readable medium having stored thereon executable instructions that when executed by a processor of a computer cause the computer to perform steps comprising: decomposing a virtual environment scene containing a plurality of sound sources into a plurality of partitions; forming a plurality of source group clusters, wherein each of the source group clusters includes two or more of the sound sources located within a common partition; determining, for each of the source group clusters, a single set of sound propagation paths relative to a listener position; generating a simulated output sound at a listener position using sound intensities associated with the determined sets of sound propagation paths, wherein generating a simulated output sound includes sorting each of the sound propagation paths based on an amount of Doppler shifting exhibited by the sound propagation path; and rendering a sound intensity using fractional delay line interpolation on a first group of the sound propagation paths that exhibits an amount of Doppler shifting that exceeds a predefined threshold. 12. A non-transitory computer readable medium having stored thereon executable instructions that when executed by a processor of a computer cause the computer to perform steps comprising: decomposing a virtual environment scene containing a plurality of sound sources into a plurality of partitions; forming a plurality of source group clusters, wherein each of the source group clusters includes two or more of the sound sources located within a common partition; determining, for each of the source group clusters, a single set of sound propagation paths relative to a listener position
Synergistic effects of band splitting and sub-band processing · CPC title
Public address systems (circuits for preventing acoustic reaction H04R3/02; circuits for distributing signals to loudspeakers H04R3/12; {monitoring or testing arrangements for public address systems H04R29/007}; amplifiers H03F) · CPC title
Control circuits for electronic adaptation of the sound field · CPC title
Electronic adaptation of stereophonic sound system to listener position or orientation (H04S7/301 takes precedence) · CPC title
Management of the audio stream, e.g. setting of volume, audio stream path · CPC title
Related publications grouped by family.
Answers are generated from the same data shown on this page.