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Ravish Mehra | |
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ravishm at cs dot unc dot edu
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We present an interactive virtual percussion instrument system,
Tabletop Ensemble, that can be used by a group of collaborative
users simultaneously to emulate playing music in real world while
providing them with ?exibility of virtual simulations. An optical
multi-touch tabletop serves as the input device. A novel touch handling algorithm for such devices is presented to translate users'
interactions into percussive control signals appropriate for music
playing. These signals activate the proposed sound simulation system for generating realistic user-controlled musical sounds. A fast
physically-based sound synthesis technique, modal synthesis, is
adopted to enable users to directly produce rich, varying musical
tones, as they would with the real percussion instruments. In addition, we propose a simple coupling scheme for modulating the
synthesized sounds by an accurate numerical acoustic simulator
to create believable acoustic effects due to cavity in music instruments. This paradigm allows creating new virtual percussion instruments of various materials, shapes, and sizes with little overhead. We believe such an interactive, multi-modal system would
offer capabilities for expressive music playing, rapid prototyping
of virtual instruments, and active exploration of sound effects determined by various physical parameters in a classroom, museum,
or other educational settings. Virtual xylophones and drums with
various physics properties are shown in the presented system
Project | Paper(Low res, High res) | Slides | Video | ACM | Bibtex |
Tabletop Ensemble - Multiple players performing music using our virtual percussion instruments. |
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An efficient algorithm for time-domain solution of the acoustic wave equation for the purpose of room acoustics is presented. It is based on adaptive rectangular decomposition of the scene and uses analytical solutions within the partitions that rely on spatially invariant speed of sound.
This technique is suitable for auralizations and sound field visualizations, even on coarse meshes approaching the Nyquist limit. It is demonstrated that by carefully mapping all components of the algorithm to match the parallel processing capabilities of graphics processors (GPUs), significant improvement in performance is gained compared to the corresponding CPU-based solver, while maintaining the numerical accuracy. Substantial performance gain over a high-order finite-difference time-domain method is observed.
Using this technique, a 1 second long simulation can be performed on scenes of air volume 7500 cu. m till 1650 Hz within 18 minutes compared to the corresponding CPU-based solver that takes around 5 hours and a high-order finite-difference time-domain solver that could take up to three weeks on a desktop computer.
To the best of the authors' knowledge, this is the fastest time-domain solver for modeling the room acoustics of large, complex-shaped 3D scenes that generates accurate results for both auralization and visualization.
Project | Paper | Applied acoustics | Bibtex |
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We present a method for real-time sound propagation that captures all wave effects, including diffraction and reverberation, for multiple moving sources and a moving listener in a complex, static 3D scene. It performs an offline wave-based numerical simulation
over the scene and extracts the perceptually-salient information. To
obtain a compact representation, the scene’s acoustic response is
broken into two phases: early reflections (ER), and late reverberation
(LR), based on a threshold on the temporal density of arriving
sound peaks. The LR’s representation is computed and stored
once per room in the scene, while the ER’s accounts for more detailed
spatial variation by recording multiple simulations over a uniform
grid of source locations. ER data is then compactly stored at
each source/receiver point pair as a set of peak delays/amplitudes
and a residual frequency response sampled in octave bands. We
then describe an efficient, real-time technique that uses this precomputed
representation to perform binaural sound rendering based
on frequency-domain convolutions. We also introduce a new technique
to perform artifact-free spatial interpolation of the ER data.
Our system demonstrates realistic, wave-based acoustic effects in
real time, including diffraction low-passing behind obstructions,
“hollow” reverberation in empty rooms, sound diffusion in fullyfurnished
rooms, and realistic late reverberation.
Project | Paper(Low res, High res) | Slides | Video | ACM | Bibtex |
Train station scene from Valve's SourceTM game engine SDK (http://source.valvesoftware.com). |
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We present a robust algorithm for estimating visibility from a given viewpoint for a point set containing concavities, non-uniformly spaced samples, and possibly corrupted with noise. Instead of performing an explicit surface reconstruction for the points set, visibility is computed based on a construction involving convex hull in a dual space, an idea inspired by the work of Katz et al. We derive theoretical bounds on the behavior of the method in the presence of noise and concavities, and use the derivations to develop a robust visibility estimation algorithm. In addition, computing visibility from a set of adaptively placed viewpoints allows us to generate locally consistent partial reconstructions. Using a graph based approximation algorithm we couple such reconstructions to extract globally consistent reconstructions. We test our method on a variety of 2D and 3D point sets of varying complexity and noise content.
Project | Paper(Low res, High res) | Computer & Graphics - Elsevier | Bibtex | |
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Man-made objects are ubiquitous in the real world and in virtual environments. While such objects can be very detailed, capturing every small feature, they are often identified and characterized by a small set of defining curves. Compact, abstracted shape descriptions based on such curves are often visually more appealing than the original models, which can appear to be visually cluttered. We introduce a novel algorithm for abstracting three-dimensional geometric models using characteristic curves or contours as building blocks for the abstraction. Our method robustly handles models with poor connectivity, including the extreme cases of polygon soups, common in models of man-made objects taken from online repositories. In our algorithm, we use a two-step procedure that first approximates the input model using a manifold, closed envelope surface and then extracts from it a hierarchical abstraction curve network along with suitable normal information. The constructed curve networks form a compact, yet powerful, representation for the input shapes, retaining their key shape characteristics while discarding minor details and irregularities.
Project | Paper(Low res, High res) | Slides | Video | ACM | Bibtex |
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Advisors : Prof. Niloy J. Mitra and Prof. Alla Sheffer In this project, an improved algorithm for robustly estimating visibility from a given viewpoint for a point set, possibly corrupted with noise is presented. Instead of performing an explicit surface reconstruction, visibility based on a construction involving convex hull in an inverted space is computed. Theoretical bounds for noise characteristics that can be reliably handled, are derived and used to design a robust visibility estimation algorithm. By adaptively placing viewpoints to correctly handle noise and concavity in the data, locally consistent partial reconstructions is generated. Subsequently, such local reconstructions are globally coupled using a graph theoretic framework, and the desired manifold curve or surface extracted using an approximation algorithm. Proposed method is tested on a variety of test models of varying complexity corrupted with different amounts of noise |
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Advisors : Prof. Alla Sheffer and Prof. Niloy J. Mitra We introduce a novel algorithm for abstracting three-dimensional geometric models using characteristic curves or contours as building blocks for the abstraction. Our method robustly handles models with poor connectivity, including the extreme cases of polygon soups, common in models of man-made objects taken from online repositories. In our algorithm, we use a two-step procedure that first approximates the input model using a manifold, closed envelope surface and then extracts from it a hierarchical abstraction curve network along with suitable normal information. The constructed curve networks form a compact, yet powerful, representation for the input shapes, retaining their key shape characteristics while discarding minor details and irregularities. |
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Advisor : Prof. Subodh Kumar In this project, an efficient technique for rendering rich geometric details (surface mesostructure) of complex surfaces is presented. Sphere-tracing aided by directional distance maps (DDMs) is used for quickly finding ray-mesostructure intersections. High accuracy is achieved by analytically detecting such intersections. Further, space requirement is kept low by adaptively sampling the distance field, and employing off-the-shelf hardware texture compression. Our rendering technique can handle complex detailed scenes containing mesostructures in real time with correct self-occlusion, self-shadow, interpenetrations and silhouettes. Algorithm is demonstrated on a variety of test scenarios. |
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Advisor : Prof. Subodh Kumar Recent GPU advances have popularized pixel-shader based techniques for per-pixel displacement mapping. An important step in the process is to compute intersection of ray with a bilinear patch approximating the displacement map. Accurate ray-patch intersection can significantly enhance the quality of rendered images. However, the increase in quality comes at a significant computation cost resulting in a substantial drop in performance. This trade-off between computation and quality is explored and an exact ray-quadric intersection technique faster than previous raybilinear patch technique is proposed. Several approximate techniques for ray-patch intersection and their use based on different scenarios is investigated. A comparison their quality and performance to previous ray-bilinear patch and our proposed ray-quadric intersection is also made. |
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Worked on developing an easy-to-use library for rendering rich surface details and 3D impostors
by various per-pixel displacement mapping techniques. Emphasis was on correctly rendering visual effects
like self-shadow, silhouettes, interpentrations and occlusions.
Click here to download.
For more details and results http://wiki.secondlife.com/wiki/Mesostructures_GSoc_2008.
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Ravish Mehra
Thanks to Anjul Patney for the template