Zobrazeno 1 - 10
of 39
pro vyhledávání: '"Nikunj Raghuvanshi"'
Autor:
Nikunj Raghuvanshi, Hannes Gamper
Publikováno v:
Sonic Interactions in Virtual Environments ISBN: 9783031040207
Real-time auralization is essential in virtual reality (VR), gaming, and architecture to enable an immersive audio-visual experience. The audio rendering must be congruent with visual feedback and respond with minimal delay to interactive events and
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::806a1f419381e1558ba47ef287276045
https://doi.org/10.1007/978-3-031-04021-4_3
https://doi.org/10.1007/978-3-031-04021-4_3
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 4:1-13
We model acoustic perception in AI agents efficiently within complex scenes with many sound events. The key idea is to employ perceptual parameters that capture how each sound event propagates through the scene to the agent's location. This naturally
Autor:
Akshay Gadre, Deepak Vasisht, Nikunj Raghuvanshi, Bodhi Priyantha, Manikanta Kotaru, Swarun Kumar, Ranveer Chandra
Publikováno v:
2022 21st ACM/IEEE International Conference on Information Processing in Sensor Networks (IPSN).
Publikováno v:
Computer Graphics Forum. 39:39-46
We present a technique to model wave-based sound propagation to complement visual animation in fully dynamic scenes. We employ 2D wave simulation that captures geometry-based diffraction effects such as obstruction, reverberation, and directivity of
Publikováno v:
ACM Transactions on Graphics. 38:1-9
Extended stochastic sources, like falling rain or a flowing waterway, provide an immersive ambience in virtual environments. In complex scenes, the rendered sound should vary naturally with listener position, differing not only in overall loudness bu
Autor:
Nikunj Raghuvanshi, Derek Nowrouzezahrai, Chakravarty R. Alla Chaitanya, Keith W. Godin, John Snyder
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. 25:1846-1854
Precomputed sound propagation samples acoustics at discrete scene probe positions to support dynamic listener locations. An offline 3D numerical simulation is performed at each probe and the resulting field is encoded for runtime rendering with dynam
Autor:
Nikunj Raghuvanshi, Derek Nowrouzezahrai, Keith W. Godin, Zechen Zhang, Chakravarty R. Alla Chaitanya, John Snyder
Publikováno v:
ACM Transactions on Graphics. 39
Common acoustic sources, like voices or musical instruments, exhibit strong frequency and directional dependence. When transported through complex environments, their anisotropic radiated field undergoes scattering, diffraction, and occlusion before
Autor:
Nikunj Raghuvanshi, John Snyder
Publikováno v:
ACM Transactions on Graphics. 37:1-14
Convincing audio for games and virtual reality requires modeling directional propagation effects. The initial sound's arrival direction is particularly salient and derives from multiply-diffracted paths in complex scenes. When source and listener str
Publikováno v:
ICASSP
A powerful and flexible approach to record or encode a spatial sound scene is through spherical harmonics (SHs), or Ambisonics. An SH-encoded scene can be rendered binaurally by applying SH-encoded head-related transfer functions (HRTFs). Limitations
Publikováno v:
ICASSP
Recent work on acoustic parameter estimation indicates that geometric room volume can be useful for modeling the character of an acoustic environment. However, estimating volume from audio signals remains a challenging problem. Here we propose using
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::6c06177a4226bf3125e721304495a7c8
http://juuli.fi/Record/0339564119
http://juuli.fi/Record/0339564119