Extended scattering delay networks incorporating arbitrarily shaped rooms and edge diffraction

Pekçetin, Serkan
In order to achieve immersion in computer games, room acoustics models are often employed. Due to highly computational cost involved in full-scale room simulation, artificial reverberators are commonly used. Scattering Delay Network is such a reverberator that can run at interactive rates. The reverberator relies on geometrical acoustics to render first-order reflections correctly while it offers a convincing approximation in higher order reflections. The original model was exclusively proposed for shoebox type of room settings. The aim of this study is to extend the reverberator by allowing it to work in arbitrarily shaped rooms. Besides, enhanced perception of the virtual environment is proposed by approximating first-order edge diffraction model. The extended algorithm uses visibility checks by ray casting in order to determine which surfaces have an energy transaction. Edge diffraction component of the room impulse response is then approximated by using a best-fit approach. Decay parameter for the inverse exponential function is obtained by using ternary search. Scope of the original algorithm is extended at the expense of minimal computational complexity.


Frequency Domain Scattering Delay Networks for Simulating Room Acoustics in Virtual Environments
De Sena, Enzo; Hacıhabiboğlu, Hüseyin; Cvetkovic, Zoran (2011-11-28)
Modelling, simulation and auralisation of room acoustics plays an important role in computer games and virtual reality applications by increasing the level of realism. Accurate simulation of room acoustics is a computationally costly process which is often substituted with artificial reverberators that provide a computationally simpler alternative. However, such systems lack the accuracy and are not in general able to accurately simulate important aspects of room acoustics such as early reflections, source/...
Scattering delay network an interactive reverberator for computer games
Enzo, De Sena; Hacıhabiboğlu, Hüseyin; Cvetkovic, Zoran (2011-02-02)
Many 3D computer games incorporate audio renderers simulating room acoustics to provide the user with a high level of immersiveness and realism. Full-scale interactive room auralisation systems are impractical for use in computer games due to their high computational cost. As a low-cost alternative, artificial reverberators can be used. This paper is concerned with the design of a scalable interactive reverberator inspired by digital waveguide mesh (DWM) models and feedback delay networks (FDN). This reverb...
Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems
Konya, Oğuz; Çağıltay, Kürşat; Department of Game Technologies (2014)
This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the v...
Generalised audio synthesis algorithm for simulating firearm and subsonic/supersonic projectiles
Saka, Teksin; Hacıhabiboğlu, Hüseyin; Alemdaroğlu, Hüseyin Nafiz; Department of Game Technologies (2015)
One of the single largest challenges in today’s game production is the simulation and rendering of realistic hair in real time. In most games, hair and fur are usually covered or simplified with textured meshes. TressFX real-time GPU hair framework, which is used in Tomb Raider (2013) game, includes realistic hair by utilizing parallel nature of GPUs. This framework, however, lacks one of the most distinctive properties of hair: Inter-hair interaction. Even though calculating this interaction in real-time i...
Data-driven and anisotropic tearing for cloth simulation
Karaöz, Mustafa Mert; İşler, Veysi; Department of Game Technologies (2015)
Cloth simulations improve realism of video games by extending interactivity of virtual environment and characters. Cloth is a heterogeneous material and it has anisotropic features which can increase immersion especially in a tearing scenario. Today, most video games ignore this fact mainly due to its complexity. However, style of the final output is highly valuable for video games and addition of anisotropic tearing can improve output quality. Shape of cloths can change, meaning that relative distance of t...
Citation Formats
S. Pekçetin, “Extended scattering delay networks incorporating arbitrarily shaped rooms and edge diffraction,” M.S. - Master of Science, Middle East Technical University, 2016.