Geometric and wave-based acoustic modelling using Blender

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



Publication details

Title of host publicationProceedings of the 49th AES International Conference on Audio for Games
DatePublished - 8 Feb 2013
Number of pages9
PublisherAudio Engineering Society
Place of PublicationNew York
EditorsDamian Murphy
Original languageEnglish
ISBN (Print)978-0-937803-90-5


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.

Bibliographical note

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

    Research areas

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

Discover related content

Find related publications, people, projects, datasets and more using interactive charts.

View graph of relations