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Physically Based Sound. COMP259 Nikunj Raghuvanshi. Overview. Background FEM Simulation Modal Synthesis (FoleyAutomatic) Comparison/Conclusions. Motivation. Sounds could in-principle be produced automatically, just like graphics: Sound Rendering
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Physically Based Sound COMP259 Nikunj Raghuvanshi
Overview • Background • FEM Simulation • Modal Synthesis (FoleyAutomatic) • Comparison/Conclusions
Motivation • Sounds could in-principle be produced automatically, just like graphics: Sound Rendering • Sound Rendering has not received much research effort • Main Goal: Automatic generation of non-music, non-dialogue sound
Sound Production Today • Movies: Foley Artists http://www.marblehead.net/foley/index.html • Games: Anyone noticed the huge sound directory in Unreal Tournament?
PBS: Sound Production in Nature • Collisions/Other interactions lead to surface vibrations • Vibrations create pressure waves in air • Pressure waves sensed by ear Vibration Propagation Perception Surface Vibration Pressure Wave Ear
Main Aims of PBS • Physics simulator gives contact/collision information • Assign material properties for sound, Wood, concrete, metal etc. • Sound simulator generates sound using this data (in real time?)
Challenges • Sound must be produced at a minimum of ~44,000 Hz • Extremely High Temporal Resolution (timesteps in the range of 10-6-10-8 s) • Stiffness of underlying systems (eg. Metallic sounds. K/m~=108) • Stability may require even smaller timesteps
Two Approaches • FEM deformable simulationO'Brien, J. F. et. al., “Synthesizing Sounds from Physically Based Motion.” SIGGRAPH 2001. • FoleyAutomatic (Modal Synthesis)Kees van den Doel et. Al., “FoleyAutomatic: Physically-based Sound Effects for Interactive Simulation and Animation.” SIGGRAPH 2001.
Main ideas • Deformable Simulation (arguably) much more “physically based” • Foley Automatic: Additive Synthesis Component Sinusoids Sound Signal
Overview • Background • FEM Simulation • Modal Synthesis (FoleyAutomatic) • Comparison/Conclusions
Simulation Requirements • Temporal Resolution • Simulate Vibration as well as Propagation • Vibration Modeling: Deformable Model for Objects • Propagation Modeling: Explicit Surface Representation • Physical/Perceptual Realism
Vibration Modelling • FEM with Tetrahedral Elements • Linear Basis Functions, green’s strain • Explicit Time Integration • Typically #nodes = 500, #elements = 1500, dt = 10-6-10-7 s
Sound Propagation Modelling • Fluid Dynamic FEM simulation of surrounding air? Very expensive. Instead… • Employ Huygen’s Principle: Pressure Wave may be seen as sum of pressure wavelets Receiver Receiver Pressure Wave Pressure “Wavelets”
Surface Vibrations and Sound Pressure contribution of a patch, Unit Normal Velocity Density of Air Sound Propagation Speed in Air Acoustic Impedance of Air
Surface Vibrations and Sound • Approximate differential elements with surface triangles • Apply band pass filters: • Low pass: windowed sinc filter • High pass: DC blocking filter • Result: Pressure known for all surface triangles
Putting it all together Pressure/Signal at Receiver Filtered Average Pressure Area of Triangle Visibility Term Receiver Vibration Approximation of Beam Pattern Distance Falloff
Propagation Delay Accumulation Buffer 1 Receiver Distance from Source d1 t1= d1/c 2 Source d2 t2= d2/c Receiver t=0 Sound Propagation Speed
Results: Capabilities • General models • Generated sounds are accurate • Stereo Sound • Doppler’s Effect
Results: Speed Scene TimeStep(s) Nodes/Elems Time/Audio Time Bowl 10-6 387/1081 91.3/4.01 mins Clamped Bar 10-7 125/265 240.4/1.26 mins Vibraphone 10-7 539/1484 1309.7/5.31 mins (~1 day) Timings on a 350MHz SGI Origin MIPS R12K processor
Overview • Background • FEM Simulation • Modal Synthesis (FoleyAutomatic) • Comparison/Conclusions
Features • Modal resonance model of solids • Location dependent sounds • Impact, slide, roll excitation models • Real-time, low latency • Easy integration with simulation/animation • Practical • Do not model propagation of sound from source to receiver
Synthesis Method Sound Samples Emission Vibration Force User Propagation Listener Speakers
Vibration Surface u(x,t) of body responds to external contact force F(x,t) u(x,t) F(x,t) Strain Functional Speed of Sound Under suitable boundary conditions, the solution to the PDE is a sum of sinusoids
Emission Sound pressure s(t) linear functional L of surface vibration u(x,t) u(x,t) L s(t) Note that propagation is not modeled in above
The Modal Synthesis Model u(x,t) F(p,t) s(t) L “The response u(x,t) of an arbitrary solid object to an external force can be described as a weighted sum of damped sinusoids” Impulse response/modal model Since L is linear, it implies at s(t) must be a sum of damped sinusoids too
Example: A 1D string a1 ak a0 1st Mode 2nd Mode …Higher modes Frequency = f0 Frequency = f1= 2*f0 Frequency = fk= k*f0 +...+ + Main Idea: Sum contributions of all the modes The point of impact decides the proportions in which the modes are to be mixed: ak. Therefore, ak is a function of p, the point of impact The frequencies and damping parameters are a property of theobject, and independent of how the object is hit
The Modal Synthesis Model u(x,t) F(p,t) s(t) L Impulse response, modal model Kth mode: Gain Factor Point Damping Vibration of impact Term Frequency Parameters measured experimentally
Force Modeling At runtime: Find gain parameters given the location, strength and kind of force. Synthesize sound from previous equation. • Impact • Sliding • Rolling Wavetable Stochastic
Impact Forces • Duration: hardness (T) • Magnitude: energy transfer (w) • Multiple micro-collisions Example:
Sliding/Scraping Micro-collisions lead to noisy audio-force
Sliding/Scraping • Wavetable approach • Store force parameters • Modulate amplitude with energy transfer • Modulate rate with contact speed • Synthesis Approach • Fractal noise represents roughness • Filter through reson filter • Resonance ~ contact speed • Width ~ randomness of surface
Rolling No relative surface motion • Differences with sliding: • Smoother: Use low pass • More damping • Harder to create • Less understood • Essential coupling?
Rolling: Smooth Surfaces • Polyhedral objects do not lead to smooth rolling forces • Instead use smooth surfaces directly
.. . • q q q Rolling: Contact Evolution • Evolve the contact in Reduced coordinates q = (u,v,s,t, ) c(u,v) d(s,t)
Rolling: Contact Evolution • Piecewise parametric surfaces, loop subdivision surfaces • Explicit integration, no stabilization • Multiple contacts and conforming contacts are not handled • Used only when multiple contacts in close spatio-temporal proximity
Dynamic Forces Pebble-in-Wok Demo Contact force Slipping speed Rolling speed Impulses …and locations
Results • 0.1% CPU time per mode • Graceful degradation of quality • The bell demo is interactive • Uses a PHANToM for interaction • Authors do not report any real timings • State that “sound quality” is perception-based and has no metric as of now
Overview • Background • FEM Simulation • Modal Synthesis (FoleyAutomatic) • Comparison/Conclusions
Discussion • FEM: Physically Rigorous and General • Too slow for interactive applications • Doesn’t scale well • Inappropriate to apply a 30fps technique to 44000fps? • Maybe too general for the problem domain?
Discussion • Modal model exploits the vibrational nature • Higher Efficiency • But, not rigorously physically based • Finding the parameters requires experimentation and “earballing” • No rigorous correlation between physical and perceptual parameters
Discussion • For Realtime: Need for a technique to cover the middle ground • Extracting modal parameters in general requires solving PDEs • Not possible to do in an automated manner • Approximate modal parameters and then use modal synthesis?
Conclusion • PBS involves orders of magnitude smaller temporal and spatial scales • Research is sparse, problems are dense • Main contributions of the two papers besides vibration modeling: • FEM: Efficient modeling of sound propagation • FoleyAutomatic: Efficient, Approximate models to handle surface properties and contact forces
References • O'Brien, J. F., Cook, P. R., Essl G., "Synthesizing Sounds from Physically Based Motion." The proceedings of ACM SIGGRAPH 2001, Los Angeles, California, August 11-17, pp. 529-536. • Kees van den Doel, Paul G. Kry and Dinesh K. Pai, “FoleyAutomatic: Physically-based Sound Effects for Interactive Simulation and Animation” Computer Graphics (ACM SIGGRAPH 01 Conference Proceedings), pp. 537-544, 2001.
Acknowledgements Some images were taken from the referred papers and the corresponding SIGGRAPH slides