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FoleyAutomatic: physically-based sound effects for interactive simulation and animation
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Proceedings of the 28th annual conference on Computer graphics and interactive techniques table of contents
Pages: 537 - 544  
Year of Publication: 2001
ISBN:1-58113-374-X
Authors
Kees van den Doel  University of British Columbia
Paul G. Kry  University of British Columbia
Dinesh K. Pai  University of British Columbia
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 12,   Downloads (12 Months): 124,   Citation Count: 38
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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CITED BY  38

Collaborative Colleagues:
Kees van den Doel: colleagues
Paul G. Kry: colleagues
Dinesh K. Pai: colleagues