DHILLON, N. S. Cellular approach for modeling room acoustics: A framework for implementations based on the ray tracing algorithm. Master's thesis, University of Wisconsin -- Madison, August 1994.

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Virtualized Audio: A Highly Adaptive Interactive High.. - Lu, Dinda (2002)   (Correct)

....problems: interactive source separation, which extracts performers from their performance venue, and interactive auralization, which inserts performers into the listener s virtual performance venue. Final output is to headphones. While neither source separation nor auralization is a new problem [2, 10, 3, 1, 12, 11, 9, 15], they are new to high performance computing and HPC has much to offer. First, using computational resources beyond those of a single machine, we can compute highly accurate acoustical models based directly on the physics of sound. Second, it is clear that HPC is essential to scaling to arbitrary ....

....and capturing the effect that the room has on the sound of an instrument. Choosing different simulation algorithms Our simulation server is based on the underlying physics of sound, but other algorithms are possible, and could be plugged into our system. For example, ray casting approaches [3] or geometry based approaches [1] could be deployed in environments and under resource constrained situations where they make sense. For example, they could be used to determine the long term echoes of very large rooms with less computation than our approach. Another possible approach is ....

DHILLON, N. S. Cellular approach for modeling room acoustics: A framework for implementations based on the ray tracing algorithm. Master's thesis, University of Wisconsin -- Madison, August 1994.

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