Information
- Publication Type: Conference Paper
- Workgroup(s)/Project(s):
- Date: February 2009
- ISBN: 978-1-60558-429-4
- Publisher: ACM
- Location: Boston, Massachusetts
- Lecturer: David Grelaud
- Address: New York, NY, USA
- Booktitle: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2009
- Conference date: 27. February 2009 – 1. March 2009
- Pages: 177 – 182
- Keywords: audio-visual rendering, crossmodal perception
Abstract
Interactive applications such as computer games, are inherently audio visual, requiring high-quality rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics engines. In this paper, we first present an optimization allowing efficient usage of impact sounds in a unified audio rendering pipeline, also including prerecorded sounds. We also exploit a recent result on audio-visual crossmodal perception to introduce a new level-of-detail selection algorithm, which jointly chooses the quality level of audio and graphics rendering. We have integrated these two techniques as a comprehensive crossmodal audio-visual rendering pipeline in a home-grown game engine, thus demonstrating the potential utility of our approach.Additional Files and Images
Weblinks
No further information available.BibTeX
@inproceedings{GRELAUD-2009-EPA, title = "Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception", author = "David Grelaud and Nicolas Bonneel and Michael Wimmer and Manuel Asselot and George Drettakis", year = "2009", abstract = "Interactive applications such as computer games, are inherently audio visual, requiring high-quality rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics engines. In this paper, we first present an optimization allowing efficient usage of impact sounds in a unified audio rendering pipeline, also including prerecorded sounds. We also exploit a recent result on audio-visual crossmodal perception to introduce a new level-of-detail selection algorithm, which jointly chooses the quality level of audio and graphics rendering. We have integrated these two techniques as a comprehensive crossmodal audio-visual rendering pipeline in a home-grown game engine, thus demonstrating the potential utility of our approach.", month = feb, isbn = "978-1-60558-429-4", publisher = "ACM", location = "Boston, Massachusetts", address = "New York, NY, USA", booktitle = "Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2009", pages = "177--182", keywords = "audio-visual rendering, crossmodal perception", URL = "https://www.cg.tuwien.ac.at/research/publications/2009/GRELAUD-2009-EPA/", }