
Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception
David Grelaud, Nicolas Bonneel, Michael Wimmer, Manuel Asselot, George DrettakisEfficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception
In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2009, pages 177-182. February 2009.
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Information
- Publication Type: Conference Paper
- Address: New York, NY, USA
- Date (from): 27.2.2009
- Date (to): 1.3.2009
- ISBN: 978-1-60558-429-4
- Lecturer: David Grelaud
- Location: Boston, Massachusetts
- Publisher: ACM
- 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
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BibTeX
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@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.",
pages = "177--182",
month = feb,
address = "New York, NY, USA",
booktitle = "Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D
Graphics and Games 2009",
isbn = "978-1-60558-429-4",
publisher = "ACM",
location = "Boston, Massachusetts",
keywords = "audio-visual rendering, crossmodal perception",
URL = "http://www.cg.tuwien.ac.at/research/publications/2009/GRELAUD-2009-EPA/",
}