Towards More Realistic Sound in VRML

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Towards More Realistic Sound in VRML
While many pleasing effects are possible using the current VRML sound model [9], it falls short of producing convincing aural environments. Sound sources are not easily affected by their environment, and workarounds for this often increase file sizes dramatically. This paper presents possible methods for defining additional sound cues in such a way as to allow rendering of ambience, timeof-flight delays, and Doppler shifts within the limited processor power afforded by typical VRML browser systems. The proposed system will be easily scaleable to any number of sound sources and environmental parameters at any time. In addition, identification of aurally less important elements can be made simple and automatic, allowing dynamic load balancing with other tasks CR Categories and Subject Descriptors: I.3.7 [Computer Graphics]: 3-Dimensional Graphics and Realism - Virtual Reality
Sean Ellis
Added 05 Aug 2010
Updated 05 Aug 2010
Type Conference
Year 1998
Where VRML
Authors Sean Ellis
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