Abstract
We present new GPU-based techniques for implementing linear digital filters for real-time audio processing. Our solution for recursive filters is the first presented in the literature. We demonstrate the relevance of these algorithms to computer graphics by synthesizing realistic sounds of colliding objects made of different materials, such as glass, plastic, and wood, in real time. The synthesized sounds can be parameterized by the object materials, velocities, and collision angles. Despite its flexibility, our approach uses very little memory, since it essentially requires a set of coefficients representing the impulse response of each material sound. Such features make our approach an attractive alternative to traditional CPU-based techniques that use playback of pre-recorded sounds.
Similar content being viewed by others
References
Ansari, M.: Video image processing using shaders. In: Game Developers Conference (2003)
Antoniou, A.: Digital Filters: Analysis and Design. McGraw-Hill, New York (1980)
ASIO. All you need to know about ASIO. Available on-line at http://www.soundblaster.com/products/musicmovies/article.asp? articleID=53937&categoryID=15. Last access: Dec 2008
Barcellos, A.: Alfred’s world 3D physics engine. Available on-line at http://sourceforge.net/projects/alfredsworld/. Last access: Jan 2009
Begault, D.R.: 3-D Sound for Virtual Reality and Multimedia. Academic Press, Diego (1994)
Bierens, L., Deprettere, E.: Efficient partitioning of algorithms for long convolutions and their mapping onto architectures. J. VLSI Signal Process. Syst. 18(1), 51–64 (1998)
Bonneel, N., Drettakis, G., Tsingos, N., Viaud-Delmon, I., James, D.: Fast modal sounds with scalable frequency-domain synthesis. In: SIGGRAPH ’08: ACM SIGGRAPH 2008 papers, pp. 1–9 (2008)
Delsarte, P., Genin, Y.: The split Levinson algorithm. In: IEEE Transactions on Acoustics, Speech and Signal Processing, pp. 470–478 (1986)
Eyre, J., Bier, J.: The evolution of dsp processors. IEEE Signal Process. Mag. 17(2), 43–51 (2000)
Gallo, E., Drettakis, G.: Breaking the 64 spatialized sources barrier (2003)
Gallo, E., Tsingos, N.: Efficient 3d audio processing with the gpu. In: Electronic Proceedings of the ACM Workshop on General Purpose Computing on Graphics Processors, pp. c-42 (2004)
García, G.: Optimal filter partition for efficient convolution with short input/output delay. In: Proceedings of the Audio Engineering Society, no. 113 (2002)
Govindaraju, N.K., Manocha, D.: Cache-efficient numerical algorithms using graphics hardware. Parallel Comput. 33(10–11), 663–684 (2007)
Harrington, J., Cassidy, S.: Techniques in Speech Acoustics, pp. 211–238. Kluwer Academic, Dordrecht (1999)
Harris, M.: Mapping computational concepts to GPUs. In: Pharr, M. (ed.) GPU Gems 2, pp. 493–508. Addison Wesley, Reading (2005)
Houston, M., Govindaraju, N.: Gpgpu course (2007)
Jargstorff, F.: A framework for image processing. In: Fernando, R. (ed.) GPU Gems, pp. 445–467. Addison Wesley, Reading (2004)
Jedrzejewski, M., Marasek, K.: Computation of room acoustics using programmable video hardware. In: International Conference on Computer Vision and Graphics ICCVG’2004 (2004)
Moreland, K., Angel, E.: The fft on a gpu. In: HWWS ’03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware, pp. 112–119. Eurographics Association (2003)
Nickolls, J., Buck, I., Garland, M., Skadron, K.: Scalable parallel programming with cuda. ACM Queue 6(2), 40–53 (2008)
NVIDIA Corporation: NVIDIA CUDA Programming Guide 2.0. NVIDIA Corporation, Santa Clara, CA, USA, July 2008. Available for free as a part of the NVIDIA CUDA Toolkit 2.0
Rabiner, L., Juang, B.-H.: Fundamentals of Speech Recognition. Prentice-Hall, Upper Saddle River (1993)
Robelly, J., Cichon, G., Seidel, H., Fettweis, G.: Implementation of recursive digital filters into vector simd dsp architectures. In: IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP), vol. 5, pp. 165–168 (2004)
Spitzer, J.: Implementing a gpu-efficient fft. Nvidia course presentation at SIGGRAPH 2003
Sumanaweera, T., Liu, D.: Medical Image Reconstruction with the FFT. In: Pharr, M. (ed.) GPU Gems 2, pp. 765–784. Addison Wesley, Reading (2005)
Trebien, F., Oliveira, M.M.: ShaderX6: Advanced Rendering. In: Real-time audio processing on the gpu, pp. 583–604. Charles River Media, Hingham (2008)
Zhang, Q., Ye, L., Pan, Z.: Physically-based sound synthesis on GPUs. In: Entertainment Computing, ICEC 2005. LNCS, pp. 328–333. Springer, Berlin (2005)
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Trebien, F., Oliveira, M.M. Realistic real-time sound re-synthesis and processing for interactive virtual worlds. Vis Comput 25, 469–477 (2009). https://doi.org/10.1007/s00371-009-0341-5
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00371-009-0341-5