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45: Sounds Good to Me! Computational Sound for Graphics, VR,
and Interactive Systems

Tuesday, Half Day
1:30 5:15 pm
Room 006CD
Concepts, models, techniques, and systems for simulation
and rendering of sound in virtual environments. The focus
is on real-time methods for spatializing sounds in interactive
systems. Discussion includes both technical aspects of
algorithms and practical aspects of applications. This
course is appropriate for researchers interested in learning
about sound simulation and developers interested in including
spatialized sounds in their virtual environments.
Prerequisites
Some knowledge of signal processing and geometric computation.
Topics
Topics include simulating sound propagation (for example,
ray tracing for sound), auralizing spatialized sounds
(for example, multi-speaker output), and controlling perceptually-based
reverberation models.
Organizers
Thomas Funkhouser
Princeton University
Lecturers
Thomas Funkhouser
Princeton University
Jean Marc Jot
Creative Technology, Ltd.
Nicolas Tsingos
INRIA
Schedule
| Module
1 - Geometric Models |
| 1:30 |
Introduction
Funkhouser |
| 1:45 |
Geometric
Acoustic Modeling Methods
Funkhouser |
| 2:10 |
Recent
Work in Geometric Acoustic Modeling
Funkhouser |
| 2:35 |
From
Geometric Models to Spatialized Sound
Tsingos |
| 2:55 |
3D
Auditory Displays
Tsingos |
| 3:15 |
Break |
| Module
2 - Perceptual Models |
| 3:30 |
Overview
of perceptual models
Jot |
| 3:55 |
Artificial
reverberation algorithms
Jot |
| 4:20 |
Standards,
tools, & demonstrations
Jot |
| 4:50 |
Conclusions
and future directions
Tsingos |
| 5:00 |
Questions
Funkhouser, Jot, and Tsingos |
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