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Anish Chandak |
About Me
I am leading Impulsonic, Inc. Impulsonic was founded by students and researchers from the GAMMA lab in the Computer Science department at the University of North Carolina at Chapel Hill. Over the past six years, the GAMMA lab has leveraged its high-performance computer graphics expertise to develop cutting-edge technology for real-time sound synthesis and rendering for a variety of applications, ranging from movies and games, to architectural design and outdoor noise modeling.
I received a Ph.D. from the Computer Science Department at UNC-Chapel Hill. My advisor was Dinesh Manocha. My research interests include: sound rendering (synthesis, propagation, and 3D audio rendering), computer graphics (ray tracing, visibility, and gpgpu).
I did my undergraduate (B.Tech.) in Computer Science from IIT Bombay, India. I was an intern at Microsoft Research during Summer 2008 and Summer 2009.
Publications
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IPL SDK: Software Development Kit for Efficient Acoustics Simulation |
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Wave-Based Sound Propagation in Large Open Scenes using an Equivalent Source Formulation |
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Validation of 3D Numerical Simulation for Acoustic Pulse Propagation in an Urban Environment |
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Precomputed Acoustic Radiance Transfer for Interactive Higher-order Reflections in Dynamic Scenes |
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Interactive Sound Propagation using Compact Acoustic Transfer Operators |
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Direct-to-Indirect Acoustic Radiance Transfer |
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Guided Multiview Ray Tracing for Fast Auralization |
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Efficient Finite-Edge Diffraction using Conservative From-Region Visibility |
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Efficient Geometric Sound Propagation Using Visibility Culling |
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Fast and Accurate Geometric Sound Propagation using Visibility Computations |
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FastV: From-point Visibility Culling on Complex Models |
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RESound: Interactive Sound Rendering for Dynamic Virtual Environments |
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Fast Edge-Diffraction for Sound Propagation in Complex Virtual Environments |
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AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation |
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Adaptive Sampling for Frustum-based Sound Propagation in Complex and Dynamic Environments |
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Interactive Sound Propagation in Dynamic Scenes Using Frustum Tracing |
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Real-time sound synthesis and propagation for games |