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Adaptive depth control algorithm for sound tracing

사운드 트레이싱을 위한 적응형 깊이 조절 알고리즘

  • Kim, Eunjae (Department of Computer Engineering, Sejong University) ;
  • Yun, Juwon (Department of Computer Engineering, Sejong University) ;
  • Chung, Woonam (Department of Computer Engineering, Sejong University) ;
  • Kim, Youngsik (Department of Game & Multimedia Engineering, Korea Polytechnic University) ;
  • Park, Woo-Chan (Department of Computer Engineering, Sejong University)
  • 김은재 (세종대학교 컴퓨터공학과) ;
  • 윤주원 (세종대학교 컴퓨터공학과) ;
  • 정우남 (세종대학교 컴퓨터공학과) ;
  • 김영식 (한국산업기술대학교 게임공학과) ;
  • 박우찬 (세종대학교 컴퓨터공학과)
  • Received : 2018.11.02
  • Accepted : 2018.11.28
  • Published : 2018.12.01

Abstract

In this paper, we use Sound-tracing, a 3D sound technology based on ray-tracing that uses geometric method as auditory technology to enhance realism. The Sound-tracing is costly in the sound propagation stage. In order to reduce the sound propagation cost, we propose a method to calculate the average effective frame number of previous frames using the frame coherence property and to adjust the depth according to the space based on the calculated number. Experimental results show that the path loss rate is 0.72% and the traversal & Intersection test calculation amount is decreased by 85.13% and the frame rate is increased by 4.48% when the sound source is indoors, compared with the result of the case without depth control. When the sound source was outdoors, the path loss was 0% and the traversal & Intersection test calculation amount is decreased by 25.01% and the frame rate increased by 7.85%. This allowed the rendering performance to be increased while minimizing the path loss rate.

본 논문에서는 현실감을 높이기 위한 청각적 기술로 기하학적 방법을 사용하는 광선 추적(ray-tracing) 기반의 3D Sound rendering기술인 Sound-tracing을 사용한다. Sound-tracing은 사운드 전파(sound propagation)단계에서 많은 비용이 든다. 사운드 전파 비용을 감소시키기 위해 제안하는 알고리즘은 이전 프레임들의 평균 유효 frame 수를 계산하고 그 수치를 기반으로 공간에 따른 depth를 조절하는 방법이다. 실험 결과 depth를 조절하지 않은 결과와 비교하면 음원이 실내에 있었을 때 path 손실률은 0.72%이고 탐색 및 충돌검사 단계(traversal & Intersection test)가 85.13%의 계산량 감소를 보이고 전체 frame rate는 4.48% 증가하였다. 음원이 실외에 있었을 때 path 손실률은 0%이고 탐색 및 충돌검사 단계가 25.01%의 계산량 감소를 보이고 전체 frame rate가 7.85% 증가하였다. 이는 path 손실률을 최소화하면서 렌더링 성능을 올릴 수 있었다.

Keywords

References

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