| The Third Annual Interactive
Music Conference PROJECT BAR-B-Q 1998 |
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Group Report: 3D API |
| Participants: | Jiashu Chen; Lucent Technologies |
| Peter Clare; Sensaura | Tony Farinella; SRS Labs |
| Scott Foster; Aureal | Aaron Higgins; Microsoft |
| Marc Jordan; Cirrus Logic | Jean-Marc Jot; Creative Labs |
| Conrad Maxwell; Rockwell | Scott Snyder; Accolade |
| Kord Taylor; Staccato Systems | Facilitator: Dave Albert |
Problems:
Proposed Solutions: Game applications can control room reflections, reverberations, and occlusions in two ways: A. Graphics database and material parameters are fed to a geometrical and physical translator that produces a set of reverberation parameters that in turn control the DSP algorithm. B. Reverberation parameters are controlled by 1) setting initial values of these parameters, that is, they are presets; 2) updating these parameters according the positions of sound sources relative to the listener without exploiting the room geometry. In both cases, reverberation parameters can be modified downstream under the control of the sound designer or musician.
Scalability Under this solution, the API would be able to use room geometry even if the hardware did not support dynamic early reflection tracking, allowing simplified rendering of early reflections without individual tracking of times and amplitudes. At the same time, the API will support advanced approaches including large, sophisticated reflection models in combination with multiple simultaneous reverberators. section 4 |
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