Realistic Sound for the
Internet
A Demonstration of Realistic Sound
Integrated into VRML Worlds
Background -- The need for realistic
audio in VRML
While virtual environments are primarily defined in
terms of graphics, sound is also an essential element of
the immersion process. Sound can complement the use of
graphic objects in three key areas:
- Spaciousness -- While our eyes are focused
ahead of us in a relatively narrow field of view,
sound can simultaneously feed us information
about our full surrounding environment. This
continuous, low resolution information stream
provides us with the ability to guide our
high-resolution mechanism (i.e. our eyes) to
points of interest.
- Quality -- Through sound it is possible to
virtually recreate the sensory experience of a
physical environment. The state of the art for
audio in this area is way beyond the capability
of any other media type and is an essential
element of the immersion illusion.
- Information Content -- As a completely
orthogonal sensory experience to our visual
input, sound provides a high bandwidth
information channel that directly influences a
user's perception of a virtual environment.
Most of the existing standards for 3D worlds only
provide lip-service to audio (pun - intended). While
technologists generally agree that audio benefits a
virtual environment, there seem to be two fundamental
barriers to its wide adoption:
- A standard format for compactly describing an
audio object for a 3D world in a platform
independent manner.
- A set of 3D audio rendering libraries for the
volume platform.
VRML, as the de-facto standard for defining platform
independent virtual worlds, is in a key position to
overcome this first barrier. The inclusion of a standard
audio node to the VRML specification will allow scene
designers to take advantage of audio in a platform
independent manner. The concept demonstrations shown by
Intel are designed to address the second barrier to the
use of realistic audio in VRML scenes -- a set of 3D
audio libraries for the volume platform. These
demonstrations show that fully immersive sound can run
efficiently and effectively on the volume platform.
Realistic sound, through Intel's RSX (Realistic
Sound Experience) is realizable on volume platforms The
quality of the demonstrations follows the model of
graphics rendering engines, which is based on the concept
of scalability: On very low end platforms, the quality is
recognizable, but not outstanding. On the current volume
platform, very high quality audio is realizable, but at
the cost of some CPU overhead. Finally, on high end
platforms with hardware accelerators, this same high
quality can be achieved, while freeing up the CPU for
other computational tasks.
A range of localization algorithms have been
implemented to compare the tradeoffs between localization
quality and CPU speed for host-based audio processing.
While a "modified panning" algorithm has proven
to be cost effective, a high quality "HRTF"
based algorithm, running multiple streams, is realizable
on the host platform for a fraction of the total CPU
cost. In addition to localization, reverberation and
Doppler shift are effective in rendering realism in the
audio portion of a virtual environment.
VRML'95 - Concept Demonstration
As part of the VRML'95 conference, Intel is
demonstrating realistic audio in the context of two
different applications. The first application vividly
demonstrates how realistic audio can enhance a static
world. The "SoundTracker" application allows a
user to take a standard bitmap, representing a 2D world,
and add spatial audio to it. The image is transformed
from a picture to an entire spatial environment that begs
exploration. In addition to showing how sound can be
added to the current class of VRML content, the
SoundTracker application validates the use of the audio
node that we are proposing for inclusion in the next VRML
specification revision.
The second application for is a fully interactive 3D
scene which not only allows the viewer to move, but also
contains dynamic graphical and audio elements. This
application demonstrates multiple simultaneous audio
sources in 3D space interacting with a moving
"listener" object. The complexity of this
demonstration illustrates that high quality, interactive
audio localization is practical on the host processor at
a CPU cost that leaves plenty of overhead for graphics
and game logic.
Both demonstrations have been prepared using a set of
COM libraries that take advantage of the Pentium(R)
Processor for audio localization and reverberation in
real time. The sound libraries currently run on Windows* 95 and use Microsoft's
DirectX* as the audio
output interface. Intel has developed these libraries for
the purpose of evaluating realistic sound in a variety of
application domains.
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