{"id":687324,"date":"2020-08-25T12:10:17","date_gmt":"2020-08-25T19:10:17","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&#038;p=687324"},"modified":"2021-09-27T11:02:20","modified_gmt":"2021-09-27T18:02:20","slug":"interactive-sound-propagation-for-dynamic-scenes-using-2d-wave-simulation","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/interactive-sound-propagation-for-dynamic-scenes-using-2d-wave-simulation\/","title":{"rendered":"Interactive sound propagation for dynamic scenes using 2D wave simulation"},"content":{"rendered":"<p>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 perceptually-salient initial sound at the source and listener. We show real-time performance on a single CPU core on modestly-sized scenes that are nevertheless topologically complex. Our key ideas are to exploit reciprocity and use a perceptual encoding and rendering framework. These allow the use of low-frequency finite-difference simulations on static scene snapshots. Our results show plausible audio variation that remains robust to motion and geometry changes. We suggest that wave solvers can be a practical approach to real-time dynamic acoustics. We share the complete C++ code of our &#8220;Planeverb&#8221; system [<a class=\"msr-external-link glyph-append glyph-append-open-in-new-tab glyph-append-xsmall\" rel=\"noopener noreferrer\" target=\"_blank\" href=\"https:\/\/bit.ly\/planeverb\">source repo<span class=\"sr-only\"> (opens in new tab)<\/span><\/a>].<\/p>\n<div id=\"attachment_687327\" style=\"width: 1526px\" class=\"wp-caption alignnone\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-687327\" class=\"size-full wp-image-687327\" src=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/08\/Planeverb.png\" alt=\"\" width=\"1516\" height=\"439\" srcset=\"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/08\/Planeverb.png 1516w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/08\/Planeverb-300x87.png 300w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/08\/Planeverb-1024x297.png 1024w, https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/08\/Planeverb-768x222.png 768w\" sizes=\"auto, (max-width: 1516px) 100vw, 1516px\" \/><p id=\"caption-attachment-687327\" class=\"wp-caption-text\">Our system performs live 2D wave simulation at interactive rates to capture variation in acoustic effects from arbitrary dynamic changes in scene geometry. In the above scene, the moving wall shown in red moves from left to right, obstructing the source in the center of the image. Our system renders the smooth variation in loudness, as seen in the waveform at bottom.<\/p><\/div>\n","protected":false},"excerpt":{"rendered":"<p>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 perceptually-salient initial sound at the source and listener. We show real-time performance on a single CPU core on modestly-sized scenes that [&hellip;]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-author-ordering":null,"msr_publishername":"","msr_publisher_other":"","msr_booktitle":"","msr_chapter":"","msr_edition":"","msr_editors":"","msr_how_published":"","msr_isbn":"","msr_issue":"8","msr_journal":"Computer Graphics Forum (Symposium on Computer Animation)","msr_number":"","msr_organization":"","msr_pages_string":"","msr_page_range_start":"","msr_page_range_end":"","msr_series":"","msr_volume":"39","msr_copyright":"","msr_conference_name":"","msr_doi":"","msr_arxiv_id":"","msr_s2_paper_id":"","msr_mag_id":"","msr_pubmed_id":"","msr_other_authors":"","msr_other_contributors":"","msr_speaker":"","msr_award":"","msr_affiliation":"","msr_institution":"","msr_host":"","msr_version":"","msr_duration":"","msr_original_fields_of_study":"","msr_release_tracker_id":"","msr_s2_match_type":"","msr_citation_count_updated":"","msr_published_date":"2020-9-1","msr_highlight_text":"","msr_notes":"","msr_longbiography":"","msr_publicationurl":"","msr_external_url":"","msr_secondary_video_url":"","msr_conference_url":"","msr_journal_url":"","msr_s2_pdf_url":"","msr_year":0,"msr_citation_count":0,"msr_influential_citations":0,"msr_reference_count":0,"msr_s2_match_confidence":0,"msr_microsoftintellectualproperty":false,"msr_s2_open_access":false,"msr_s2_author_ids":[],"msr_pub_ids":[],"msr_hide_image_in_river":0,"footnotes":""},"msr-research-highlight":[],"research-area":[243062,13551],"msr-publication-type":[193715],"msr-publisher":[],"msr-focus-area":[],"msr-locale":[268875],"msr-post-option":[],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-687324","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-audio-acoustics","msr-research-area-graphics-and-multimedia","msr-locale-en_us"],"msr_publishername":"","msr_edition":"","msr_affiliation":"","msr_published_date":"2020-9-1","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"","msr_journal":"Computer Graphics Forum (Symposium on Computer Animation)","msr_volume":"39","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"8","msr_organization":"","msr_how_published":"","msr_notes":"","msr_highlight_text":"","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":0,"msr_main_download":"","msr_publicationurl":"","msr_doi":"","msr_publication_uploader":[{"type":"file","viewUrl":"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/08\/Planeverb_CameraReady_wFonts.pdf","id":"687330","title":"planeverb_cameraready_wfonts","label_id":"243132","label":0}],"msr_related_uploader":"","msr_citation_count":0,"msr_citation_count_updated":"","msr_s2_paper_id":"","msr_influential_citations":0,"msr_reference_count":0,"msr_arxiv_id":"","msr_s2_author_ids":[],"msr_s2_open_access":false,"msr_s2_pdf_url":null,"msr_attachments":[{"id":687330,"url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2020\/08\/Planeverb_CameraReady_wFonts.pdf"}],"msr-author-ordering":[{"type":"text","value":"Matthew Rosen","user_id":0,"rest_url":false},{"type":"guest","value":"keith-godin","user_id":555042,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=keith-godin"},{"type":"user_nicename","value":"Nikunj Raghuvanshi","user_id":33106,"rest_url":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/microsoft-research\/v1\/researchers?person=Nikunj Raghuvanshi"}],"msr_impact_theme":[],"msr_research_lab":[199565],"msr_event":[],"msr_group":[714067],"msr_project":[546345],"publication":[],"video":[],"msr-tool":[],"msr_publication_type":"article","related_content":{"projects":[{"ID":546345,"post_title":"Project Triton","post_name":"project-triton","post_type":"msr-project","post_date":"2018-12-03 12:03:07","post_modified":"2024-04-03 12:34:47","post_status":"publish","permalink":"https:\/\/www.microsoft.com\/en-us\/research\/project\/project-triton\/","post_excerpt":"Project Triton performs physical simulation to provide sound propagation for games and mixed reality. 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