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Significant facet retrieval for real-time 3D sound rendering in complex virtual environments
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Source Virtual Reality Software and Technology archive
Proceedings of the ACM symposium on Virtual reality software and technology table of contents
Osaka, Japan
SESSION: Algorithms table of contents
Pages: 15 - 21  
Year of Publication: 2003
ISBN:1-58113-569-6
Authors
Chris Joslin  MIRALab - University of Geneva, Geneva, Switzerland
Nadia Magnenat-Thalmann  MIRALab - University of Geneva, Geneva, Switzerland
Sponsors
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Sound rendering requires that many different aspects are considered simultaneously, especially when rendering a real-time virtual environment. In 3D sound rendering, much the same as for graphics, one of the major influencing factors is the number of reflective polygons in a scene and due to the increase in the ability of most common graphics cards this number can now be very high, especially when scene designers produce an optimum scene using other optimizing tools such as Polygon Cruncher or Rational Reducer. In addition, the use of programs such as Lightscape™ [20], which is used to produce realistic lighting, by using per vertex shading, increases the number of polygons in a scene by several factors. Therefore a strong, pre-processing method is proposed that dramatically reduces the number of polygons in the scene to a suitable level for real-time sound rendering. The method can also be combined with other methods (e.g. scene partitioning) for even lower CPU usage.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Chris Joslin: colleagues
Nadia Magnenat-Thalmann: colleagues

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