The DOI matches its Crossref record; 26 of the 26 references it cites were found in a registry or an index.
FoleyAutomatic: physically-based sound effects for interactive simulation and animation
Abstract
We describe algorithms for real-time synthesis of realistic sound effects for interactive simulations (e.g., games) and animation. These sound effects are produced automatically, from 3D models using dynamic simulation and user interaction. We develop algorithms that are efficient, physically-based, and can be controlled by users in natural ways. We develop effective techniques for producing high quality continuous contact sounds from dynamic simulations running at video rates which are slow relative to audio synthesis. We accomplish this using modal models driven by contact forces modeled at audio rates, which are much higher than the graphics frame rate. The contact forces can be computed from simulations or can be custom designed. We demonstrate the effectiveness with complex realistic simulations.
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Cites
What in the World Do We Hear?: An Ecological Approach to Auditory Event Perception
Gaver, W. W. (1993) · Ecological Psychology · doi:10.1207/s15326969eco0501_1 · Cited by 903
3-D sound for virtual reality and multimedia
Madole, D., & Begault, D. (1995) · Computer Music Journal · doi:10.2307/3680997 · Cited by 868
Proceedings of the International Computer Music Conference
Bilbao, S., & van Walstijn, M. (2005) · Cited by 730
Surface topography as a nonstationary random process
Sayles, R. S., & THOMAS, T. R. (1978) · Nature · doi:10.1038/271431a0 · Cited by 711
Physical Modeling Using Digital Waveguides
Smith, J. O. (1992) · Computer Music Journal · doi:10.2307/3680470 · Cited by 469
Cambridge University Press, 1696–1712: A Bibliographical Study
McKenzie, D. F. (2010) · Cambridge University Press eBooks · doi:10.1017/cbo9781139197373 · Cited by 405
Modeling acoustics in virtual environments using the uniform theory of diffraction
Tsingos, N., Funkhouser, T., Ngan, A., & Carlbom, I. (2001) · Proceedings of the 28th annual conference on Computer graphics and interactive techniques · doi:10.1145/383259.383323 · Cited by 216
Scanning physical interaction behavior of 3D objects
Pai, D. K., van den Doel, K., James, D. L., Lang, J., Lloyd, J. E., Richmond, J. L., & Yau, S. H. (2005) · ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05 · doi:10.1145/1198555.1198615 · Cited by 193
Self-citationPerception of material from contact sounds
Klatzky, R. L., Pai, D. K., & Krotkov, E. P. (2000) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474600566907 · Cited by 187
Self-citationGaver, W. W. (1993) · Proceedings of the SIGCHI conference on Human factors in computing systems - CHI '93 · doi:10.1145/169059.169184 · Cited by 171
Cited by
3D Virtual worlds and the metaverse: Current status and future possibilities
Dionisio, J. D. N., III, W. G. B., & Gilbert, R. (2013) · ACM Computing Surveys · doi:10.1145/2480741.2480751 · Cited by 1,151
Owens, A., Isola, P., McDermott, J., Torralba, A., Adelson, E. H., & Freeman, W. T. (2016) · 2016 IEEE Conference on Computer Vision and Pattern Recognition (CVPR) · doi:10.1109/cvpr.2016.264 · Cited by 346
Seeing Circles and Drawing Ellipses: When Sound Biases Reproduction of Visual Motion
Thoret, E., Aramaki, M., Bringoux, L., Ystad, S., & Kronland-Martinet, R. (2016) · PLOS ONE · doi:10.1371/journal.pone.0154475 · Cited by 22
Rigid-Body Sound Synthesis with Differentiable Modal Resonators
Diaz, R., Hayes, B., Saitis, C., Fazekas, G., & Sandler, M. (2022) · arXiv · doi:10.48550/arxiv.2210.15306 · Cited by 8
Metadata
- Authors
- van den Doel, K., Kry, P. G., & Pai, D. K.
- Venue
- Proceedings of the 28th annual conference on Computer graphics and interactive techniques
- Publisher
- ACM
- Published
- 2001-08
- Pages
- 537-544
- OpenAlex
- W2078118823
- Cited by
- 305
- References
- 26
- FWCI
- 21.46
- Type
- conference paper
- Language
- en
- Open access
- closed
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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