Late reverberation rendering in video games and virtual reality applications can be challenging due to limited computational resources. Typical scenes feature complex geometries with multiple coupled rooms or non-uniform absorption. Additionally, the audio engine must continuously adapt to the player’s movements and the sound sources in the scene. This paper proposes a dynamic rendering system for anisotropic and inhomogeneous late reverberation. It is based on the common-slope model and uses a set of exponentially decaying reverberators that are weighted with position-, direction-, and frequency-dependent gains. We evaluate the system in a scene consisting of three coupled rooms, where we illustrate the reverberator gains for multiple octave bands. The proposed method allows real-time rendering of the spatial late reverberation while using a small number of artificial reverberators.
Authors:
Götz, Georg; Kerimovs, Teodors; Schlecht, Sebastian J.; Pulkki, Ville
Affiliations:
Aalto Acoustics Lab, Department of Information and Communications Engineering, Aalto University; Aalto Acoustics Lab, Department of Information and Communications Engineering, Aalto University; Aalto Acoustics Lab, Department of Information and Communications Engineering, Aalto University, and Media Lab; Aalto Acoustics Lab, Department of Information and Communications Engineering, Aalto University(See document for exact affiliation information.)
AES Conference:
AES 2024 International Audio for Games Conference (April 2024)
Paper Number:
5
Publication Date:
April 27, 2024
Subject:
late reverberation rendering
inhomogeneous reverberation
anisotropic reverberation
reverberator
game audio engine
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