http://graphics.cs.cmu.edu/projects/pat/
Abstract
Simulating sounds produced by realistic vibrating objects is challenging
because sound radiation involves complex diffraction and
interreflection effects that are very perceptible and important. These
wave phenomena are well understood, but have been largely ignored
in computer graphics due to the high cost and complexity of
computing them at audio rates.
We describe a new algorithm for real-time synthesis of realistic
sound radiation from rigid objects. We start by precomputing the
linear vibration modes of an object, and then relate each mode to
its sound pressure field, or acoustic transfer function, using standard
methods from numerical acoustics. Each transfer function is
then approximated to a specified accuracy using low-order multipole
sources placed near the object. We provide a low-memory,
multilevel, randomized algorithm for optimized source placement
that is suitable for complex geometries. At runtime, we can simulate
new interaction sounds by quickly summing contributions from
each mode's equivalent multipole sources. We can efficiently simulate
global effects such as interreflection and changes in sound
due to listener location. The simulation costs can be dynamically
traded-off for sound quality. We present several examples of sound
generation from physically based animations.