Precomputed Wave Simulation for Real-Time Sound Propagation of Dynamic Sources in Complex Scenes Our method performs real-time auralization of sounds from dynamic agents, objects and the player interacting in the scene, while accounting for perceptually important effects such as diffraction low-pass filtering and reverberation. Train station and citadel scenes are from Valve’s SourceTM game engine
Rahul Narain Abhinav Golas Sean Curtis Ming Lin University of North Carolina at Chapel Hill SIGGRAPH Asia 2009 This image appears on the cover of the SIGGRAPH Asia 2009 proceedings. Abstract Large dense crowds show aggregate behavior with reduced individual freedom of movement. We present a novel, scalable approach for simulating such crowds, using a dual representation both as discrete agents and
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