Geometric and wave-based acoustic modelling using Blender

Jelle Van Mourik, Damian Thomas Murphy

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Geometric and wave-based acoustic algorithms have been shown as appropriate for the auralisation of room acoustic models. In particular they hold significant potential to be used in interactive virtual environments as a means of real-time sound rendering, with possible applications ranging from aiding architectural acoustic design to enhancing computer game audio. This paper presents a tool for developing acoustical scenes in Blender, an open source 3D development programme, based on 3D acoustic modelling using ray-tracing and/or FDTD methods. With the potential for real-time interaction and walk-through auralisation by means of the Blender Game Engine we demonstrate how Blender can be used as part of the acoustical design process.
Original languageEnglish
Title of host publicationProceedings of the 49th AES International Conference on Audio for Games
EditorsDamian Murphy
Place of PublicationNew York
PublisherAudio Engineering Society
PagesP-5
Number of pages9
ISBN (Print)978-0-937803-90-5
Publication statusPublished - 8 Feb 2013
EventAES 49th International Conference: Audio for Games - London, United Kingdom
Duration: 6 Feb 20138 Feb 2013

Conference

ConferenceAES 49th International Conference: Audio for Games
Country/TerritoryUnited Kingdom
CityLondon
Period6/02/138/02/13

Bibliographical note

Paper Number: P-5.
©2013, Audio Engineering Society.

Keywords

  • FDTD
  • geometric acoustics
  • ray-tracing
  • auralization
  • Virtual Acoustics

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