Community

AES Conference Papers Forum

Precomputing Geometry-Based Reverberation Effects for Games

Document Thumbnail

Current video games either pre-render reverberation effects into the sound effects or implement them at run-time using artificial reverberation filters. While interactive geometrical approaches can be used for more accurate acoustical modeling, the increased authoring complexity and the additional cost of geometrical calculations still appears to overshadow their potential benefits. This paper presents solutions to integrate off-line geometrical acoustic modeling in game environments. By pre-computing image-source gradients for early reflections and directional decay profiles, we can generate location dependent reverberation effects without storing or accessing the actual geometry at run-time. We render such reverberation effects using a frequency-domain scalable processing approach. In this context, we introduce an efficient prioritization scheme and evaluate alternative transforms for late reverberation processing. Our pipeline enables fine-grain rendering of distance and surface proximity effects and modeling of both outdoor and coupled indoor spaces with arbitrary reverberation decay profiles.

Author:
Affiliation:
AES Conference:
Paper Number:
Publication Date:
Subject:

Click to purchase paper as a non-member or you can login as an AES member to see more options.

No AES members have commented on this paper yet.

Subscribe to this discussion

RSS Feed To be notified of new comments on this paper you can subscribe to this RSS feed. Forum users should login to see additional options.

Start a discussion!

If you would like to start a discussion about this paper and are an AES member then you can login here:
Username:
Password:

If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.

AES - Audio Engineering Society