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GPU-based real-time acoustical occlusion modeling

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Abstract

In typical environments, the direct path between a sound source and a listener is often occluded. However, due to the phenomenon of diffraction, sound still reaches the listener by “bending” around an obstacle that lies directly in the line of straight propagation. Modeling occlusion/diffraction effects is a difficult and computationally intensive task and thus generally ignored in virtual reality and videogame applications. Driven by the gaming industry, consumer computer graphics hardware and the graphics processing unit (GPU) in particular, have greatly advanced in recent years, outperforming the computational capacity of central processing units. Given the affordability, widespread use, and availability of computer graphics hardware, here we describe a computationally efficient GPU-based method that approximates acoustical occlusion/diffraction effects in real time. Although the method has been developed primarily for videogames where occlusion/diffraction is typically overlooked, it is relevant for dynamic and interactive virtual environments as well.

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Acknowledgments

The financial support of the Natural Sciences and Engineering Research Council of Canada (NSERC) in the form of an Undergraduate Summer Research Award and a Post Graduate Scholarship to Brent Cowan and a Discovery Grant to Bill Kapralos is gratefully acknowledged.

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Correspondence to Brent Cowan.

Additional information

CR Subject Classification H.5 INFORMATION INTERFACES AND PRESENTATION, H.5.1 Multimedia Information Systems -Artificial, augmented, and virtual realities. I.3 COMPUTER GRAPHICS, I.3.1 Hardware Architecture -Graphics processors.

Appendix A

Appendix A

In this section, the GLSL vertex and fragment shader source code in addition to the source code to implement the scaling filters is provided (the scaling filters are generated using the CPU once during initialization; the scaling filtering is performed on the CPU).

1.1 A.1 Vertex shader

figure a

1.2 A.2 Fragment shader

figure b

1.3 A.3 Receiver scaling filters

figure c

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Cowan, B., Kapralos, B. GPU-based real-time acoustical occlusion modeling. Virtual Reality 14, 183–196 (2010). https://doi.org/10.1007/s10055-010-0166-6

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