{"id":546345,"date":"2018-12-03T12:03:07","date_gmt":"2018-12-03T20:03:07","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-project&#038;p=546345"},"modified":"2024-04-03T12:34:47","modified_gmt":"2024-04-03T19:34:47","slug":"project-triton","status":"publish","type":"msr-project","link":"https:\/\/www.microsoft.com\/en-us\/research\/project\/project-triton\/","title":{"rendered":"Project Triton"},"content":{"rendered":"<section class=\"mb-3 moray-highlight\">\n\t<div class=\"card-img-overlay mx-lg-0\">\n\t\t<div class=\"card-background  has-background- card-background--full-bleed\">\n\t\t\t<img loading=\"lazy\" decoding=\"async\" width=\"1920\" height=\"720\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/soundwave-map-midblue2_1920x720.jpg\" class=\"attachment-full size-full\" alt=\"Project Triton\" style=\"object-position: 63% 50%\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/soundwave-map-midblue2_1920x720.jpg 1920w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/soundwave-map-midblue2_1920x720-300x113.jpg 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/soundwave-map-midblue2_1920x720-768x288.jpg 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/soundwave-map-midblue2_1920x720-1024x384.jpg 1024w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/soundwave-map-midblue2_1920x720-1600x600.jpg 1600w\" sizes=\"auto, (max-width: 1920px) 100vw, 1920px\" \/>\t\t<\/div>\n\t\t<!-- Foreground -->\n\t\t<div class=\"card-foreground d-flex mt-md-n5 my-lg-5 px-g px-lg-0\">\n\t\t\t<!-- Container -->\n\t\t\t<div class=\"container d-flex mt-md-n5 my-lg-5 \">\n\t\t\t\t<!-- Card wrapper -->\n\t\t\t\t<div class=\"w-100 w-lg-col-5\">\n\t\t\t\t\t<!-- Card -->\n\t\t\t\t\t<div class=\"card material-md-card py-5 px-md-5\">\n\t\t\t\t\t\t<div class=\"card-body \">\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/group\/research-for-industry\/\" class=\"icon-link icon-link--reverse mb-2\" data-bi-cN=\"Research for Industry\">\n\t\t\t\t\t\t\t\t\t<span class=\"c-glyph glyph-chevron-left\" aria-hidden=\"true\"><\/span>\n\t\t\t\t\t\t\t\t\tResearch for Industry\t\t\t\t\t\t\t\t<\/a>\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\n<h1 class=\"wp-block-heading h2\" id=\"project-triton\">Project Triton<\/h1>\n\n\t\t\t\t\t\t<\/div>\n\t\t\t\t\t<\/div>\n\t\t\t\t<\/div>\n\t\t\t<\/div>\n\t\t<\/div>\n\t<\/div>\n<\/section>\n\n\n\n\n\n<h2 class=\"wp-block-heading\" id=\"immersive-sound-propagation-for-games-and-mixed-reality\">Immersive sound propagation for games and mixed reality<\/h2>\n\n\n\n<p>Games and mixed reality must render a believable soundscape for the listener that situates characters and sounds within rich 3D worlds. Project Triton aids this task by physically modeling how sound propagates within a scene given its shape and materials. In doing so, it automatically models immersive sound propagation effects like sound occlusion and reverberation. Project Triton is unique in accurately modeling the true wave physics of sound, including diffraction, while still being fast enough to scale from desktop to mobile devices. Incubated over a decade of focused research, it is battle-tested technology, shipping in major game titles like <a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/www.seaofthieves.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Gears of War<span class=\"sr-only\"> (opens in new tab)<\/span><\/a>, <a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" rel=\"noopener noreferrer\" target=\"_blank\" href=\"https:\/\/www.seaofthieves.com\/\">Sea of Thieves<span class=\"sr-only\"> (opens in new tab)<\/span><\/a>, and&nbsp;<a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/borderlands.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Borderlands 3<span class=\"sr-only\"> (opens in new tab)<\/span><\/a>.<\/p>\n\n\n\n<p><a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/aka.ms\/acoustics\" target=\"_blank\" rel=\"noopener noreferrer\">Project Acoustics<span class=\"sr-only\"> (opens in new tab)<\/span><\/a> provides easy-to-use plugin integration for Unity and Unreal game engines.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"sound-propagation-effects\">Sound propagation effects<\/h2>\n\n\n\n<div class=\"wp-block-columns are-vertically-aligned-top is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-vertically-aligned-top is-layout-flow wp-block-column-is-layout-flow\">\n<h3 class=\"wp-block-heading has-text-align-center\" id=\"obstruction\">Obstruction<\/h3>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full wp-image-555084 size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"2400\" height=\"1141\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Obstruction_12.3.1.png\" alt=\"Project Triton sound obstruction\" class=\"wp-image-555084\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Obstruction_12.3.1.png 2400w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Obstruction_12.3.1-300x143.png 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Obstruction_12.3.1-768x365.png 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Obstruction_12.3.1-1024x487.png 1024w\" sizes=\"auto, (max-width: 2400px) 100vw, 2400px\" \/><figcaption class=\"wp-element-caption\">Sound is weakened when it diffracts around obstructions\u200b.<\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-top is-layout-flow wp-block-column-is-layout-flow\">\n<h3 class=\"wp-block-heading has-text-align-center\" id=\"occlusion\">Occlusion<\/h3>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full wp-image-553905 size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"2400\" height=\"1141\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_Occlusion_2400x1141.png\" alt=\"Project Triton sound occlusion\" class=\"wp-image-553905\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_Occlusion_2400x1141.png 2400w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_Occlusion_2400x1141-300x143.png 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_Occlusion_2400x1141-768x365.png 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_Occlusion_2400x1141-1024x487.png 1024w\" sizes=\"auto, (max-width: 2400px) 100vw, 2400px\" \/><figcaption class=\"wp-element-caption\">Occlusion is total reduction in loudness from geometry, involving complex propagation and diffraction (diffracted paths in green)\u200b.<\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-top is-layout-flow wp-block-column-is-layout-flow\">\n<h3 class=\"wp-block-heading has-text-align-center\" id=\"portaling-sound-redirection\">Portaling (sound redirection)<\/h3>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full wp-image-555087 size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"2400\" height=\"1141\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Portaling_12.3.png\" alt=\"Project Triton sound portaling\" class=\"wp-image-555087\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Portaling_12.3.png 2400w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Portaling_12.3-300x143.png 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Portaling_12.3-768x365.png 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Portaling_12.3-1024x487.png 1024w\" sizes=\"auto, (max-width: 2400px) 100vw, 2400px\" \/><figcaption class=\"wp-element-caption\">Sound heard \u201cthrough the wall\u201d (red) from source direction is incorrect\u200b. Doors redirect sounds, which is more believable\u200b.<\/figcaption><\/figure>\n<\/div>\n<\/div>\n\n\n\n<div class=\"wp-block-columns are-vertically-aligned-top is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-vertically-aligned-top is-layout-flow wp-block-column-is-layout-flow\">\n<h3 class=\"wp-block-heading has-text-align-center\" id=\"reverberance\">Reverberance<\/h3>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full wp-image-555102 size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"2400\" height=\"1141\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Reverberance_12.3.3.png\" alt=\"Project Triton sound reverberance\" class=\"wp-image-555102\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Reverberance_12.3.3.png 2400w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Reverberance_12.3.3-300x143.png 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Reverberance_12.3.3-768x365.png 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/12\/ProjectTriton_Reverberance_12.3.3-1024x487.png 1024w\" sizes=\"auto, (max-width: 2400px) 100vw, 2400px\" \/><figcaption class=\"wp-element-caption\">Left: Close to the source, direct path (green) is loud compared to reflections (orange), resulting in high clarity and low reverberance. Right: Behind the partition, direct path is weakened from diffraction, causing low clarity and high reverberance, conveying that the source is in a different room.\u200b<\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-top is-layout-flow wp-block-column-is-layout-flow\">\n<h3 class=\"wp-block-heading has-text-align-center\" id=\"decay-time\">Decay time<\/h3>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full wp-image-553911 size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"2400\" height=\"1141\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_DecayTime_2400x1141.png\" alt=\"Project Triton sound decay time\" class=\"wp-image-553911\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_DecayTime_2400x1141.png 2400w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_DecayTime_2400x1141-300x143.png 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_DecayTime_2400x1141-768x365.png 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/ProjectTriton_Web_DecayTime_2400x1141-1024x487.png 1024w\" sizes=\"auto, (max-width: 2400px) 100vw, 2400px\" \/><figcaption class=\"wp-element-caption\">Larger rooms reverberate longer.\u200b<\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-top is-layout-flow wp-block-column-is-layout-flow\"><\/div>\n<\/div>\n\n\n\n<p>We perceive many acoustic effects in everyday life that result from the wave nature of sound propagation. They keep us aware and oriented in our surroundings, varying smoothly as we and sounds around us move through the world. Games and mixed reality thus usually need to reproduce them for a natural soundscape. Project Triton models many such important effects, illustrated above. For instance, obstruction and &#8220;portaling&#8221; together create a believable impression of sounds flowing around doorways. It is common for sound designers to have to do tedious manual markup to obtain such results. Project Triton removes this tedium, driving the effects robustly from scene geometry and empowering the designer with new tools to shape physics for storytelling goals. For example, one can reduce physical reverberance on game dialogue to make it cinematic, while heightening the reverberation on footsteps to make a cave feel spookier. All at runtime while fitting within practical CPU and RAM budgets.<\/p>\n\n\n\n<div class=\"wp-block-media-text has-vertical-margin-medium  has-vertical-padding-none  is-stacked-on-mobile is-style-border\" style=\"grid-template-columns:30% auto\"><figure class=\"wp-block-media-text__media\"><img loading=\"lazy\" decoding=\"async\" width=\"640\" height=\"640\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/11\/triton.gif\" alt=\"How Project Triton Works\" class=\"wp-image-553881 size-full\"\/><\/figure><div class=\"wp-block-media-text__content\">\n<h2 class=\"wp-block-heading\" id=\"how-it-works\">How it works<\/h2>\n\n\n\n<p>Project Triton models the actual wave physics of sound propagation through complex 3D spaces. Audible sounds have wavelengths from centimeters to meters so that wave effects must be modeled to avoid unnatural results. An example is the &#8220;lamppost problem&#8221; &#8211; a thin lamppost blocking the ray from source to listener can occlude as much as a concrete wall. We never hear that in reality because sound waves wrap around objects, as seen in the animation above. This is diffraction. It is central to how sound moves around corners and through doorways, scatters, and fills up various rooms with reverberation. Wave simulation is very expensive, so we precompute on static visual 3D geometry on a compute cluster in a \u201cbaking\u201d step. The overall pipeline is quite analogous to light baking, in that it moves expensive global propagation computation to a baking step &#8211; with the difference that moving sources are supported. This data is passed through a proprietary parametric compressor that drastically reduces data size and enables fast lookup and signal processing at runtime, enabling Triton to run even on mobile devices such as the Oculus Go.<\/p>\n<\/div><\/div>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"explore-more\">Explore more<\/h3>\n\n\n\n<div class=\"wp-block-columns are-vertically-aligned-top is-layout-flex wp-container-core-columns-is-layout-9d6595d7 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-vertically-aligned-top is-layout-flow wp-block-column-is-layout-flow\">\n<div class=\"annotations \" data-bi-aN=\"citation\">\n\t<article class=\"annotations__list card depth-16 bg-body p-4 \">\n\t\t<div class=\"annotations__list-item\">\n\t\t\t\t\t\t<span class=\"annotations__type d-block text-uppercase font-weight-semibold text-neutral-300 small\">Documentation<\/span>\n\t\t\t<a href=\"https:\/\/aka.ms\/acoustics\" data-bi-cN=\"Project Acoustics\" target=\"_blank\" rel=\"noopener noreferrer\" data-external-link=\"true\" data-bi-aN=\"citation\" data-bi-type=\"annotated-link\" class=\"annotations__link font-weight-semibold text-decoration-none\"><span>Project Acoustics<\/span>&nbsp;<span class=\"glyph-in-link glyph-append glyph-append-open-in-new-tab\" aria-hidden=\"true\"><\/span><\/a>\t\t\t\t\t\t\t<p class=\"annotations__caption text-neutral-400 mt-2\">Find documentation and downloads for Project Acoustics.<\/p>\n\t\t\t\t\t<\/div>\n\t<\/article>\n<\/div>\n\n\n\n<div class=\"annotations \" data-bi-aN=\"citation\">\n\t<article class=\"annotations__list card depth-16 bg-body p-4 \">\n\t\t<div class=\"annotations__list-item\">\n\t\t\t\t\t\t<span class=\"annotations__type d-block text-uppercase font-weight-semibold text-neutral-300 small\">Publication<\/span>\n\t\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/publication\/parametric-wave-field-coding-precomputed-sound-propagation\/\" data-bi-cN=\"Parametric Wave Field Coding for Precomputed Sound Propagation\" target=\"_blank\" rel=\"noopener noreferrer\" data-external-link=\"true\" data-bi-aN=\"citation\" data-bi-type=\"annotated-link\" class=\"annotations__link font-weight-semibold text-decoration-none\"><span>Parametric Wave Field Coding for Precomputed Sound Propagation<\/span>&nbsp;<span class=\"glyph-in-link glyph-append glyph-append-open-in-new-tab\" aria-hidden=\"true\"><\/span><\/a>\t\t\t\t\t\t\t<p class=\"annotations__caption text-neutral-400 mt-2\">Describes the core algorithms and architecture of the system.<\/p>\n\t\t\t\t\t<\/div>\n\t<\/article>\n<\/div>\n\n\n\n<div class=\"annotations \" data-bi-aN=\"citation\">\n\t<article class=\"annotations__list card depth-16 bg-body p-4 \">\n\t\t<div class=\"annotations__list-item\">\n\t\t\t\t\t\t<span class=\"annotations__type d-block text-uppercase font-weight-semibold text-neutral-300 small\">Publication<\/span>\n\t\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/publication\/spatial-audio-for-immersive-sound-propagation\/\" data-bi-cN=\"Parametric Directional Coding for Precomputed Sound Propagation\" target=\"_blank\" rel=\"noopener noreferrer\" data-external-link=\"true\" data-bi-aN=\"citation\" data-bi-type=\"annotated-link\" class=\"annotations__link font-weight-semibold text-decoration-none\"><span>Parametric Directional Coding for Precomputed Sound Propagation<\/span>&nbsp;<span class=\"glyph-in-link glyph-append glyph-append-open-in-new-tab\" aria-hidden=\"true\"><\/span><\/a>\t\t\t\t\t\t\t<p class=\"annotations__caption text-neutral-400 mt-2\">Extends the above to model spatial audio effects such as portaling.<\/p>\n\t\t\t\t\t<\/div>\n\t<\/article>\n<\/div>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-vertically-aligned-top is-layout-flow wp-block-column-is-layout-flow\">\n<div class=\"annotations \" data-bi-aN=\"citation\">\n\t<article class=\"annotations__list card depth-16 bg-body p-4 \">\n\t\t<div class=\"annotations__list-item\">\n\t\t\t\t\t\t<span class=\"annotations__type d-block text-uppercase font-weight-semibold text-neutral-300 small\">Video<\/span>\n\t\t\t<a href=\"https:\/\/www.youtube.com\/watch?v=uY4G-GUAQIE\" data-bi-cN=\"Project Acoustics at GDC 2019\" target=\"_blank\" rel=\"noopener noreferrer\" data-external-link=\"true\" data-bi-aN=\"citation\" data-bi-type=\"annotated-link\" class=\"annotations__link font-weight-semibold text-decoration-none\"><span>Project Acoustics at GDC 2019<\/span>&nbsp;<span class=\"glyph-in-link glyph-append glyph-append-open-in-new-tab\" aria-hidden=\"true\"><\/span><\/a>\t\t\t\t\t\t\t<p class=\"annotations__caption text-neutral-400 mt-2\">An introductory talk on Project Acoustics and plugins for Unity and Unreal.<\/p>\n\t\t\t\t\t<\/div>\n\t<\/article>\n<\/div>\n\n\n\n<div class=\"annotations \" data-bi-aN=\"citation\">\n\t<article class=\"annotations__list card depth-16 bg-body p-4 \">\n\t\t<div class=\"annotations__list-item\">\n\t\t\t\t\t\t<span class=\"annotations__type d-block text-uppercase font-weight-semibold text-neutral-300 small\">Video<\/span>\n\t\t\t<a href=\"https:\/\/www.youtube.com\/watch?v=qCUEGvIgco8\" data-bi-cN=\"Project Triton at GDC 2017\" target=\"_blank\" rel=\"noopener noreferrer\" data-external-link=\"true\" data-bi-aN=\"citation\" data-bi-type=\"annotated-link\" class=\"annotations__link font-weight-semibold text-decoration-none\"><span>Project Triton at GDC 2017<\/span>&nbsp;<span class=\"glyph-in-link glyph-append glyph-append-open-in-new-tab\" aria-hidden=\"true\"><\/span><\/a>\t\t\t\t\t\t\t<p class=\"annotations__caption text-neutral-400 mt-2\">A general introduction to the ideas behind Project Triton and its integration in Gears of War 4.<\/p>\n\t\t\t\t\t<\/div>\n\t<\/article>\n<\/div>\n<\/div>\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"product-transfers\">Product transfers<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/borderlands.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Borderlands 3<span class=\"sr-only\"> (opens in new tab)<\/span><\/a><\/li>\n\n\n\n<li><a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/altvr.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">AltspaceVR<span class=\"sr-only\"> (opens in new tab)<\/span><\/a><\/li>\n\n\n\n<li><a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/gearsofwar.com\/en-us\" target=\"_blank\" rel=\"noopener noreferrer\">Gears of War 4 & 5<span class=\"sr-only\"> (opens in new tab)<\/span><\/a><\/li>\n\n\n\n<li><a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/www.seaofthieves.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Sea of Thieves<span class=\"sr-only\"> (opens in new tab)<\/span><\/a><\/li>\n\n\n\n<li><a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/docs.microsoft.com\/en-us\/windows\/mixed-reality\/\" target=\"_blank\" rel=\"noopener noreferrer\">Windows 10 Mixed Reality Portal<span class=\"sr-only\"> (opens in new tab)<\/span><\/a><\/li>\n<\/ul>\n\n\n\n<div style=\"height:30px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n\n\n<p>\t\t\t<div class=\"ms-grid \">\n\t\t\t<div class=\"ms-row\">\n\t\t\t\t\t<div  class=\"m-col-12-24\" >\n\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/project-triton-making-waves-with-acoustics\/\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-574188\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720.jpg\" alt=\"Project Acoustics: Making Waves with Triton\" width=\"1066\" height=\"600\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720.jpg 1280w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720-300x169.jpg 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720-768x432.jpg 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720-1024x576.jpg 1024w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720-1066x600.jpg 1066w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720-655x368.jpg 655w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720-343x193.jpg 343w\" sizes=\"auto, (max-width: 1066px) 100vw, 1066px\" \/><\/a><h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/project-triton-making-waves-with-acoustics\/\" target=\"new\" rel=\"noopener\">Project Acoustics: Making Waves with Triton<\/a><\/h4><p>Project Acoustics is now available for all game developers and sound designers to use. It employs the Triton technology developed in Microsoft Research for accurate sound propagation using wave physics.&#8230;<br \/><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/project-triton-making-waves-with-acoustics\/\" target=\"_blank\" rel=\"noopener\">See more ><\/a>\t<\/div>\n\t<\/p><p>\t<div  class=\"m-col-12-24\" >\n\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-directional-coding-for-precomputed-sound-propagation-video\/\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-546471\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sounds-jpg.jpg\" alt=\"Parametric Directional Coding for Precomputed Sound Propagation\" width=\"1066\" height=\"600\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sounds-jpg.jpg 965w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sounds-jpg-300x168.jpg 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sounds-jpg-768x431.jpg 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sounds-jpg-655x368.jpg 655w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sounds-jpg-343x193.jpg 343w\" sizes=\"auto, (max-width: 1066px) 100vw, 1066px\" \/><\/a><\/p><h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-directional-coding-for-precomputed-sound-propagation-video\/\" target=\"new\" rel=\"noopener\">Parametric Directional Coding for Precomputed Sound Propagation<\/a><\/h4><p>Convincing audio for games and virtual reality requires modeling directional propagation effects. The initial sound\u2019s arrival direction is particularly salient and derives from multiply-diffracted paths in complex scenes&#8230;<br \/><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-directional-coding-for-precomputed-sound-propagation-video\/\" target=\"_blank\" rel=\"noopener\">See more ><\/a>\t<\/div>\n\t<\/p>\t\t\t<\/div>\n\t\t<\/div>\n\t\t<br \/>\n\t\t\t<div class=\"ms-grid \">\n\t\t\t<div class=\"ms-row\">\n\t\t\t\t\t<div  class=\"m-col-12-24\" >\n\t\t<a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/youtu.be\/qCUEGvIgco8\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-546468\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/GDC-Triton.jpg\" alt=\"Gears of War 4, Project Triton: Pre-Computed Environmental Wave Acoustics\" width=\"1066\" height=\"600\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/GDC-Triton.jpg 1066w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/GDC-Triton-300x169.jpg 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/GDC-Triton-768x432.jpg 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/GDC-Triton-1024x576.jpg 1024w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/GDC-Triton-655x368.jpg 655w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/GDC-Triton-343x193.jpg 343w\" sizes=\"auto, (max-width: 1066px) 100vw, 1066px\" \/><span class=\"sr-only\"> (opens in new tab)<\/span><\/a><h4><a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/youtu.be\/qCUEGvIgco8\" target=\"_blank\" rel=\"noopener noreferrer\">Gears of War 4, Project Triton: Pre-Computed Environmental Wave Acoustics<span class=\"sr-only\"> (opens in new tab)<\/span><\/a><\/h4><p>In this 2017 GDC talk, Microsoft&#8217;s Nikunj Raghuvanshi and John Tennant discuss both the technical and design aspects of Project Titan, a new audio system that robustly models complex wave phenomena such as diffraction&#8230;<br \/><a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" href=\"https:\/\/youtu.be\/qCUEGvIgco8\" target=\"_blank\" rel=\"noopener noreferrer\">See more ><span class=\"sr-only\"> (opens in new tab)<\/span><\/a>\t<\/div>\n\t<\/p><p>\t<div  class=\"m-col-12-24\" >\n\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-wave-field-coding-precomputed-sound-propagation-2\/\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/10\/maxresdefault.jpg\" alt=\"Parametric Directional Coding for Precomputed Sound Propagation\" width=\"1066\" height=\"600\" \/><\/a><\/p><h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-wave-field-coding-precomputed-sound-propagation-2\/\" target=\"new\" rel=\"noopener\">Parametric Wave Field Coding for Precomputed Sound Propagation<\/a><\/h4><p>The acoustic wave field in a complex scene is a chaotic 7D function of time and the positions of source and listener, making it difficult to compress and interpolate. This hampers precomputed approaches which tabulate impulse&#8230;<br \/><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-wave-field-coding-precomputed-sound-propagation-2\/\" target=\"_blank\" rel=\"noopener\">See more ><\/a><\/p><p>\t<\/div>\n\t<\/p>\t\t\t<\/div>\n\t\t<\/div>\n\t\t<br \/>\n\t\t\t<div class=\"ms-grid \">\n\t\t\t<div class=\"ms-row\">\n\t\t\t\t\t<div  class=\"m-col-12-24\" >\n\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/wave-based-sound-propagation-large-open-scenes-using-equivalent-source-formulation-2\/\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/10\/lRRmi5YfwuM.jpg\" alt=\"Wave-Based Sound Propagation in Large Open Scenes using an Equivalent Source Formulation\" width=\"1066\" height=\"600\" \/><\/a><h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/wave-based-sound-propagation-large-open-scenes-using-equivalent-source-formulation-2\/\" target=\"new\" rel=\"noopener\">Wave-Based Sound Propagation in Large Open Scenes using an Equivalent Source Formulation<\/a><\/h4><p>We present a novel approach for wave-based sound propagation suitable for large, open spaces spanning hundreds of meters, with a small memory footprint. The scene is decomposed into disjoint rigid objects. The free-field acoustic&#8230;<br \/><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/wave-based-sound-propagation-large-open-scenes-using-equivalent-source-formulation-2\/\" target=\"_blank\" rel=\"noopener\">See more ><\/a>\t<\/div>\n\t<\/p><p>\t<div  class=\"m-col-12-24\" >\n\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/sound-synthesis-for-impact-sounds-in-video-games-2\/\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2011\/02\/video-games.jpg\" alt=\"Sound Synthesis for Impact Sounds in Video Games\" width=\"1066\" height=\"600\" \/><\/a><\/p><h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/sound-synthesis-for-impact-sounds-in-video-games-2\/\" target=\"new\" rel=\"noopener\">Sound Synthesis for Impact Sounds in Video Games<\/a><\/h4><p>We present an interactive system for synthesizing high quality, physically based audio on current video game consoles. From a recorded impact sound, we compute a modal model, which we use to synthesize variations of the sound&#8230;<br \/><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/sound-synthesis-for-impact-sounds-in-video-games-2\/\" target=\"_blank\" rel=\"noopener\">See more ><\/a>\t<\/div>\n\t<\/p>\t\t\t<\/div>\n\t\t<\/div>\n\t\t<br \/>\n\t\t\t<div class=\"ms-grid \">\n\t\t\t<div class=\"ms-row\">\n\t\t\t\t<p>\t<div  class=\"m-col-12-24\" >\n\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/precomputed-wave-simulation-real-time-sound-propagation-dynamic-sources-complex-scenes-2\/\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-546474\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sound-source.jpg\" alt=\"Gears of War 4, Project Triton: Pre-Computed Environmental Wave Acoustics\" width=\"1066\" height=\"600\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sound-source.jpg 1066w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sound-source-300x169.jpg 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sound-source-768x432.jpg 768w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sound-source-1024x576.jpg 1024w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sound-source-655x368.jpg 655w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sound-source-343x193.jpg 343w\" sizes=\"auto, (max-width: 1066px) 100vw, 1066px\" \/><\/a><\/p><h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/precomputed-wave-simulation-real-time-sound-propagation-dynamic-sources-complex-scenes-2\/\" target=\"new\" rel=\"noopener\">Precomputed Wave Simulation for Real-Time Sound Propagation of Dynamic Sources in Complex Scenes<\/a><\/h4><p>We present a method for real-time sound propagation that captures all wave effects, including diffraction and reverberation, for multiple moving sources and a moving listener in a complex, static 3D scene&#8230;<br \/><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/precomputed-wave-simulation-real-time-sound-propagation-dynamic-sources-complex-scenes-2\/\" target=\"_blank\" rel=\"noopener\">See more ><\/a>\t<\/div>\n\t\t<div  class=\"m-col-12-24\" >\n\t\t<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/aerophones-flatland-interactive-wave-simulation-wind-instruments-2\/\" target=\"_blank\" rel=\"noopener\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2007\/07\/7Kf-rlUZAaU.jpg\" alt=\"Aerophones in Flatland: Interactive Wave Simulation of Wind Instruments\" width=\"1066\" height=\"600\" \/><\/a><\/p><h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/aerophones-flatland-interactive-wave-simulation-wind-instruments-2\/\" target=\"new\" rel=\"noopener\">Aerophones in Flatland: Interactive Wave Simulation of Wind Instruments<\/a><\/h4><p>We present the first real-time technique to synthesize full bandwidth sounds for 2D virtual wind instruments. A novel interactive wave solver is proposed that synthesizes audio at 128,000Hz on commodity graphics cards. Simulating&#8230;<br \/><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/aerophones-flatland-interactive-wave-simulation-wind-instruments-2\/\" target=\"_blank\" rel=\"noopener\">See more ><\/a>\t<\/div>\n\t<\/p>\t\t\t<\/div>\n\t\t<\/div>\n\t\t<\/p>\n\n\n","protected":false},"excerpt":{"rendered":"<p>Project Triton performs physical simulation to provide sound propagation for games and mixed reality. It creates an accurate acoustic rendering at practical CPU cost and provides designer control.<\/p>\n","protected":false},"featured_media":546447,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","footnotes":""},"research-area":[243062,13551],"msr-locale":[268875],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-546345","msr-project","type-msr-project","status-publish","has-post-thumbnail","hentry","msr-research-area-audio-acoustics","msr-research-area-graphics-and-multimedia","msr-locale-en_us","msr-archive-status-active"],"msr_project_start":"","related-publications":[576507,574440,576780,509498,546402,309005,168386,265857,309017,309023,309029,309038,309044,687324,678735,678717,664644,656256,651183,605721,578248],"related-downloads":[],"related-videos":[186041,309710,309698,309413,546456,574164,574674,605760,689415,689457,739801],"related-groups":[],"related-events":[682227],"related-opportunities":[],"related-posts":[573651,585187,647676,720673],"related-articles":[],"tab-content":[{"id":0,"name":"Videos","content":"[row]\r\n[column class=\"m-col-12-24\"]\r\n<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/project-triton-making-waves-with-acoustics\/\" target=\"_blank\" rel=\"noopener\"><img class=\"alignnone wp-image-574188\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2019\/03\/ProjTriton-GM_VidThumb_03_2019_1280x720.jpg\" alt=\"Project Acoustics: Making Waves with Triton\" width=\"1066\" height=\"600\" \/><\/a>\r\n<h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/project-triton-making-waves-with-acoustics\/\" target=\"new\">Project Acoustics: Making Waves with Triton<\/a><\/h4>\r\nProject Acoustics is now available for all game developers and sound designers to use. It employs the Triton technology developed in Microsoft Research for accurate sound propagation using wave physics.\r\n...&lt;br&gt;<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/project-triton-making-waves-with-acoustics\/\" target=\"_blank\" rel=\"noopener\">See more &gt;<\/a>[\/column]\r\n\r\n[column class=\"m-col-12-24\"]\r\n<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-directional-coding-for-precomputed-sound-propagation-video\/\" target=\"_blank\" rel=\"noopener\"><img class=\"alignnone wp-image-546471\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sounds-jpg.jpg\" alt=\"Parametric Directional Coding for Precomputed Sound Propagation\" width=\"1066\" height=\"600\" \/><\/a>\r\n<h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-directional-coding-for-precomputed-sound-propagation-video\/\" target=\"new\">Parametric Directional Coding for Precomputed Sound Propagation<\/a><\/h4>\r\nConvincing audio for games and virtual reality requires modeling directional propagation effects. The initial sound\u2019s arrival direction is particularly salient and derives from multiply-diffracted paths in complex scenes...&lt;br&gt;<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-directional-coding-for-precomputed-sound-propagation-video\/\" target=\"_blank\" rel=\"noopener\">See more &gt;<\/a>[\/column]\r\n[\/row]\r\n[row]\r\n\r\n[column class=\"m-col-12-24\"]\r\n<a href=\"https:\/\/youtu.be\/qCUEGvIgco8\" target=\"_blank\" rel=\"noopener\"><img class=\"alignnone wp-image-546468\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/GDC-Triton.jpg\" alt=\"Gears of War 4, Project Triton: Pre-Computed Environmental Wave Acoustics\" width=\"1066\" height=\"600\" \/><\/a>\r\n<h4><a href=\"https:\/\/youtu.be\/qCUEGvIgco8\" target=\"new\">Gears of War 4, Project Triton: Pre-Computed Environmental Wave Acoustics<\/a><\/h4>\r\nIn this 2017 GDC talk, Microsoft's Nikunj Raghuvanshi and John Tennant discuss both the technical and design aspects of Project Titan, a new audio system that robustly models complex wave phenomena such as diffraction...&lt;br&gt;<a href=\"https:\/\/youtu.be\/qCUEGvIgco8\" target=\"_blank\" rel=\"noopener\">See more &gt;<\/a>[\/column]\r\n\r\n[column class=\"m-col-12-24\"]\r\n<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-wave-field-coding-precomputed-sound-propagation-2\/\" target=\"_blank\" rel=\"noopener\"><img class=\"alignnone\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/10\/maxresdefault.jpg\" alt=\"Parametric Directional Coding for Precomputed Sound Propagation\" width=\"1066\" height=\"600\" \/><\/a>\r\n<h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-wave-field-coding-precomputed-sound-propagation-2\/\" target=\"new\">Parametric Wave Field Coding for Precomputed Sound Propagation<\/a><\/h4>\r\nThe acoustic wave field in a complex scene is a chaotic 7D function of time and the positions of source and listener, making it difficult to compress and interpolate. This hampers precomputed approaches which tabulate impulse...&lt;br&gt;<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/parametric-wave-field-coding-precomputed-sound-propagation-2\/\" target=\"_blank\" rel=\"noopener\">See more &gt;<\/a>\r\n\r\n[\/column]\r\n[\/row]\r\n[row]\r\n\r\n[column class=\"m-col-12-24\"]\r\n<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/wave-based-sound-propagation-large-open-scenes-using-equivalent-source-formulation-2\/\" target=\"_blank\" rel=\"noopener\"><img class=\"alignnone\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/10\/lRRmi5YfwuM.jpg\" alt=\"Wave-Based Sound Propagation in Large Open Scenes using an Equivalent Source Formulation\" width=\"1066\" height=\"600\" \/><\/a>\r\n<h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/wave-based-sound-propagation-large-open-scenes-using-equivalent-source-formulation-2\/\" target=\"new\">Wave-Based Sound Propagation in Large Open Scenes using an Equivalent Source Formulation<\/a><\/h4>\r\nWe present a novel approach for wave-based sound propagation suitable for large, open spaces spanning hundreds of meters, with a small memory footprint. The scene is decomposed into disjoint rigid objects. The free-field acoustic...&lt;br&gt;<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/wave-based-sound-propagation-large-open-scenes-using-equivalent-source-formulation-2\/\" target=\"_blank\" rel=\"noopener\">See more &gt;<\/a>[\/column]\r\n\r\n[column class=\"m-col-12-24\"]\r\n<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/sound-synthesis-for-impact-sounds-in-video-games-2\/\" target=\"_blank\" rel=\"noopener\"><img class=\"alignnone\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2011\/02\/video-games.jpg\" alt=\"Sound Synthesis for Impact Sounds in Video Games\" width=\"1066\" height=\"600\" \/><\/a>\r\n<h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/sound-synthesis-for-impact-sounds-in-video-games-2\/\" target=\"new\">Sound Synthesis for Impact Sounds in Video Games<\/a><\/h4>\r\nWe present an interactive system for synthesizing high quality, physically based audio on current video game consoles. From a recorded impact sound, we compute a modal model, which we use to synthesize variations of the sound...&lt;br&gt;<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/sound-synthesis-for-impact-sounds-in-video-games-2\/\" target=\"_blank\" rel=\"noopener\">See more &gt;<\/a>[\/column]\r\n[\/row]\r\n[row]\r\n\r\n[column class=\"m-col-12-24\"]\r\n<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/precomputed-wave-simulation-real-time-sound-propagation-dynamic-sources-complex-scenes-2\/\" target=\"_blank\" rel=\"noopener\"><img class=\"alignnone wp-image-546474\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2018\/10\/sound-source.jpg\" alt=\"Gears of War 4, Project Triton: Pre-Computed Environmental Wave Acoustics\" width=\"1066\" height=\"600\" \/><\/a>\r\n<h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/precomputed-wave-simulation-real-time-sound-propagation-dynamic-sources-complex-scenes-2\/\" target=\"new\">Precomputed Wave Simulation for Real-Time Sound Propagation of Dynamic Sources in Complex Scenes<\/a><\/h4>\r\nWe present a method for real-time sound propagation that captures all wave effects, including diffraction and reverberation, for multiple moving sources and a moving listener in a complex, static 3D scene...&lt;br&gt;<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/precomputed-wave-simulation-real-time-sound-propagation-dynamic-sources-complex-scenes-2\/\" target=\"_blank\" rel=\"noopener\">See more &gt;<\/a>[\/column]\r\n[column class=\"m-col-12-24\"]\r\n<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/aerophones-flatland-interactive-wave-simulation-wind-instruments-2\/\" target=\"_blank\" rel=\"noopener\"><img class=\"alignnone\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2007\/07\/7Kf-rlUZAaU.jpg\" alt=\"Aerophones in Flatland: Interactive Wave Simulation of Wind Instruments\" width=\"1066\" height=\"600\" \/><\/a>\r\n<h4><a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/aerophones-flatland-interactive-wave-simulation-wind-instruments-2\/\" target=\"new\">Aerophones in Flatland: Interactive Wave Simulation of Wind Instruments<\/a><\/h4>\r\nWe present the first real-time technique to synthesize full bandwidth sounds for 2D virtual wind instruments. A novel interactive wave solver is proposed that synthesizes audio at 128,000Hz on commodity graphics cards. Simulating...&lt;br&gt;<a href=\"https:\/\/www.microsoft.com\/en-us\/research\/video\/aerophones-flatland-interactive-wave-simulation-wind-instruments-2\/\" target=\"_blank\" rel=\"noopener\">See more &gt;<\/a>[\/column]\r\n[\/row]"}],"slides":[],"related-researchers":[{"type":"user_nicename","display_name":"Nikunj Raghuvanshi","user_id":33106,"people_section":"Microsoft Research","alias":"nikunjr"},{"type":"user_nicename","display_name":"John Snyder","user_id":32376,"people_section":"Microsoft Research","alias":"johnsny"},{"type":"guest","display_name":"Noel Cross","user_id":555051,"people_section":"Microsoft Mixed Reality","alias":""},{"type":"guest","display_name":"Hakon Strande","user_id":555048,"people_section":"Microsoft Mixed Reality","alias":""},{"type":"guest","display_name":"Keith Godin","user_id":555042,"people_section":"Microsoft Mixed Reality","alias":""},{"type":"guest","display_name":"Mike Chemistruck","user_id":576483,"people_section":"Microsoft Mixed Reality","alias":""},{"type":"guest","display_name":"Ashu Tatake","user_id":576489,"people_section":"Microsoft Mixed Reality","alias":""},{"type":"guest","display_name":"Lyle Corbin","user_id":576486,"people_section":"Microsoft Mixed Reality","alias":""},{"type":"guest","display_name":"Kyle Storck","user_id":576492,"people_section":"Microsoft Mixed Reality","alias":""},{"type":"guest","display_name":"Panu Koponen","user_id":576495,"people_section":"Microsoft Mixed Reality","alias":""},{"type":"guest","display_name":"John Morgan","user_id":555030,"people_section":"The Coalition Studio (Gears of War)","alias":""},{"type":"guest","display_name":"John Tennant","user_id":555033,"people_section":"The Coalition Studio (Gears of War)","alias":""},{"type":"guest","display_name":"Jimmy Smith","user_id":555036,"people_section":"The Coalition Studio (Gears of War)","alias":""},{"type":"guest","display_name":"Clarence Chu","user_id":576753,"people_section":"The Coalition Studio (Gears of War)","alias":""},{"type":"guest","display_name":"Jon Vincent","user_id":555039,"people_section":"RARE Studio (Sea of Thieves)","alias":""}],"msr_research_lab":[199565],"msr_impact_theme":[],"_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/546345","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project"}],"about":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/types\/msr-project"}],"version-history":[{"count":79,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/546345\/revisions"}],"predecessor-version":[{"id":1022166,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-project\/546345\/revisions\/1022166"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/media\/546447"}],"wp:attachment":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/media?parent=546345"}],"wp:term":[{"taxonomy":"msr-research-area","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/research-area?post=546345"},{"taxonomy":"msr-locale","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-locale?post=546345"},{"taxonomy":"msr-impact-theme","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-impact-theme?post=546345"},{"taxonomy":"msr-pillar","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-pillar?post=546345"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}