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Using ray tracing for real time audio synthesis

  • US 8,139,780 B2
  • Filed: 03/20/2007
  • Issued: 03/20/2012
  • Est. Priority Date: 03/20/2007
  • Status: Active Grant
First Claim
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1. A method of simulating sound in a three-dimensional scene, comprising:

  • generating a sound event at a first location in the three-dimensional scene;

    issuing at least two rays into the three-dimensional scene originating from the first location, the at least two rays emulating a sound wave generated by the sound event,wherein a direct ray of the at least two rays has a trajectory directed towards a second location within the three-dimensional scene and wherein an indirect ray of the at least two rays has a trajectory different than the trajectory of the direct ray;

    performing ray tracing with the at least two rays using a spatial index having branches and nodes corresponding to bounding volumes which partition the three-dimensional scene;

    based on the results of ray tracing the at least two rays through the three-dimensional scene, determining a resulting sound at the second location; and

    generating an output signal used to generate the resulting sound.

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