H2020Individual fellowship2016–2019

PhySound · Physically Based Simulation and Rendering of Thin Shell Sound

Horizon 2020 — Marie Skłodowska-Curie Actions

Duration
2016-12-01 → 2019-05-31
EU contribution
€221,636
Participants
2
Scheme
MSCA-IF

Lines connect the coordinator with its partners.

Results in brief

Physically Based Simulation and Rendering of Thin Shell Sound

Sound is as important as visuals in modern media such as movies and video games. Yet, relatively little effort has been devoted to the rendering of sound from digital environments, compared to the phenomenal advances of visual rendering. While sophisticated light transport algorithms allow the photorealistic rendering of a 3D scene, sound must be added through the ad-hoc edition of recorded sounds and their manual synchronization with the visuals, yielding limited and repetitive sounds. The PhySound project addresses this problem by generating sounds from virtual environments through physically based simulation, greatly simplifying the creation of sound content, allowing perfect synchronization with the visuals, and avoiding recordings that are sometimes slow, expensive or just impossible to capture. The project focuses on a challenging family of objects: thin shells. Thin shells are notoriously difficult to simulate due to their complex vibrations, often leading to computationally expensive chaotic regimes. Familiar thin shell sounds include crumpling paper and soda cans, striking plastic bottles and metal slabs, or playing instruments such as cymbals and gongs. This project aims at digitally reproducing the main sources of thin shells sound: frictional contact, buckling/crumpling, and turbulence, all very distinct and characteristic sounds. The key challenge is computation time, with traditional techniques yielding accurate but prohibitively slow algorithms. We aim at making simulations tractable first, and real time afterwards. This project considerably widens the number of real life object sounds that can be digitally generated, and contributes to the young research field of physically based sound rendering, which has the potential of becoming the next key technology of the media industry and revolutionize the way we create content just like graphics rendering did in the past. This project provides automatic sound content creation algorithms for better media production, and faster content creation cycles by avoiding recordings and visual synchronization. In addition, the project is expected to provide insight into the physical mechanisms that produce sound, which can be of interest to other fields beyond Computer Graphics.

Data: CORDIS, © European Union

Project objective

Sound is as important as visuals in modern media (lms, video-games). Yet, little effort has been devoted to the rendering of sound from digital environments, compared to the phenomenal advances of visual rendering. Virtual scenes are sonied through the ad-hoc edition of recorded sounds and their manual synchronization with the visuals, yielding limited and repetitive sounds. This proposal addresses this problem by generating sounds from virtual environments through physically based simulation, and focuses on a challenging family of objects: thin shells. Characteristic thin shell sounds include tearing cloth and paper, crushing cans and plastic bottles, and crumpling a piece of paper and a plastic bag. Sound synthesis of thin-shell sound will be addressed through a set of modeling techniques (model reduction, high frequency bandwidth extension and precomputed sound databases), while real-time constrains will be addressed using data-driven approaches. This project will considerably widen the number of real life object sounds that can be digitally generated, and will contribute to the young research eld of physically based sound rendering, which has the potential of becoming the next key technology of the media industry. The expertise of Columbia University in thin shells and sound rendering, complemented by the expertise of Inria in real-time sound rendering provide the optimal setting for the success of this fellowship. In addition, the researcher will receive training through research and on complementary skills, including student tutoring, teaching, dissemination, and project management. Industry-related skills, such as technology transfer, research-to-product techniques and standardization will be trained through a secondment in the industrial sector at AudioGaming. This Action will allow the researcher to become a mature and independent, and to obtain a long term research position in Europe as a world leader in physically based sound rendering.

Original text from CORDIS.

Participants

  • INSTITUT NATIONAL DE RECHERCHE EN INFORMATIQUE ET AUTOMATIQUE · Le Chesnay CedexCoordinatorFrance
  • TRUSTEES OF COLUMBIA UNIVERSITY IN THE CITY OF NEW YORK · New YorkUnited States

Links

Data: CORDIS, © European Union