Analys Av Teknik För Implementering Av 3D-Ljud I Gizmo3d Examensarbete Utfört I Medieteknik Vid Linköpings Tekniska Högskola, Campus Norrköping David Kästel

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Analys Av Teknik För Implementering Av 3D-Ljud I Gizmo3d Examensarbete Utfört I Medieteknik Vid Linköpings Tekniska Högskola, Campus Norrköping David Kästel Examensarbete LITH-ITN-MT-EX--05/017--SE Analys av teknik för implementering av 3D-ljud i Gizmo3D David Kästel 2005-02-14 Department of Science and Technology Institutionen för teknik och naturvetenskap Linköpings Universitet Linköpings Universitet SE-601 74 Norrköping, Sweden 601 74 Norrköping LITH-ITN-MT-EX--05/017--SE Analys av teknik för implementering av 3D-ljud i Gizmo3D Examensarbete utfört i medieteknik vid Linköpings Tekniska Högskola, Campus Norrköping David Kästel Handledare Lisa Johansson Examinator Stan Miklavcic Norrköping 2005-02-14 Datum Avdelning, Institution Date Division, Department Institutionen för teknik och naturvetenskap 2005-02-14 Department of Science and Technology Språk Rapporttyp ISBN Language Report category _____________________________________________________ x Svenska/Swedish Examensarbete ISRN LITH-ITN-MT-EX--05/017--SE Engelska/English B-uppsats _________________________________________________________________ C-uppsats Serietitel och serienummer ISSN x D-uppsats Title of series, numbering ___________________________________ _ ________________ _ ________________ URL för elektronisk version http://www.ep.liu.se/exjobb/itn/2005/mt/017/ Titel Title Analys av teknik för implementering av 3D-ljud i Gizmo3D Författare Author David Kästel Sammanfattning Abstract I takt med att datorindustrin lyckas simulera både verklighetstrogna grafikvärldar och fysika-liska modeller i realtid ställs allt större krav på ljudupplevelsen. Gizmo3D är ett verktyg för att visualisera grafik som kan integreras i VR-applikationer. Att återskapa tredimensionell datorgrafik är vardagsmat, inte minst i en gigantisk spelindustri. Men vad är tredimensionellt ljud, 3D-ljud och hur kan man involvera det i Gizmo3D som inte har stöd för det? Rapporten försöker svara på den frågan men även belysa 3D-ljudforskningens hela be-greppsvärld, då den utgör grund för att kunna implementera ett 3D-ljudsystem. Arbetet innebär främst studier av befintliga verktyg och teknologier. Dessa mynnar ut i rekommen-dationer och egna förslag till lösningar, på viss problematik, för implementering i ett scen-grafdrivet grafiksystem, som Gizmo3D utgör. Nyckelord Keyword 3D-ljud, Gizmo3D, VR, akustik, rumsakustik, realtidsgrafik, scengraf, OPENAL, FMOD, Saab Training Systems AB, auralisering mo3D D-ljud i Giz g av 3 nterin leme imp för nik tek s av aly An Analys av teknik för implementering av 3D ljud i Gizmo3D g .or tel kas nd. sou 3d David Kästel, januari 2005 Examensarbete utfört på Saab Training Systems AB inom ramen för civilingenjörsstudier i Medieteknik, Linköpings Tekniska Högskola. Sammanfattning I takt med att datorindustrin lyckas simulera både verklighetstrogna grafikvärldar och fysika- liska modeller i realtid ställs allt större krav på ljudupplevelsen. GIZMO3D är ett verktyg för att visualisera grafik som kan integreras i VR-applikationer. Att återskapa tredimensionell datorgrafik är vardagsmat, inte minst i en gigantisk spelindustri. Men vad är tredimensionellt ljud, 3D-ljud och hur kan man involvera det i GIZMO3D som inte har stöd för det? Rapporten försöker svara på den frågan men även belysa 3D-ljudforskningens hela be- greppsvärld, då den utgör grund för att kunna implementera ett 3D-ljudsystem. Arbetet innebär främst studier av befintliga verktyg och teknologier. Dessa mynnar ut i rekommen- dationer och egna förslag till lösningar, på viss problematik, för implementering i ett scen- grafdrivet grafiksystem, som GIZMO3D utgör. Abstract Computer science has succeeded in simulating realistic graphical environments as well as realistic physics in real-time. Reproduction of 3D-graphics has now become common tech- nology in today’s consumer computers. But what of three dimensional sound? The computer gaming and VR-industry is now placing ever increasing demands on equiva- lent sound technology. As an example, GIZMO3D is a scene-graph based 3D-graphics engine which can be used in VR-applications. The question addressd in this report is, can 3D-sound be integrated within GIZMO3D? This report tries to answer this and give insight into the most important factors dealing with 3D-sound. The report sheds some light on useful methods, technologies and existing API:s that can be used for reproduction of 3D-sound. Finally, the report presents some rec- ommendations as well as own solutions on how to implement 3D-sound in GIZMO3D. Nyckelord 3D-ljud, GIZMO3D, VR, akustik, rumsakustik, realtidsgrafik, scen- graf, OPENAL, FMOD, Saab Training Systems AB Keywords 3D-sound, GIZMO3D, VR, acoustics, room acoustics, real time graphics, scene graph, OPENAL, FMOD, Saab Training Systems AB Tack Jag tackar Saab Training Systems, initiativtagare Anders Modén och handledare Lisa Johansson, för att jag fick utföra mitt examensarbete inom ramen för er verksamhet. Tack även till examinator Stan Miklavcic, Arvid Kästel, nära och kära! Innehållsförteckning 1 Introduktion.......................................................................................................1 1.1 Motiv........................................................................................................................1 1.2 Bakgrund.................................................................................................................1 1.3 Syfte .........................................................................................................................2 1.4 Rapportuppbyggnad .............................................................................................2 2 Saab Training Systems .....................................................................................4 2.1 Introduktion...........................................................................................................4 2.2 Krav och förväntningar........................................................................................5 2.3 Drömscenariot......................................................................................................5 2.4 Gizmo3D ................................................................................................................6 2.5 Preliminär metod..................................................................................................6 3 Bakgrund.............................................................................................................7 3.1 Ljud ..........................................................................................................................7 3.2 Fysik .........................................................................................................................7 3.3 Psykologi & fysiologi.......................................................................................... 15 4 Modellering av 3D-ljud................................................................................. 21 4.1 Rumsakustik........................................................................................................ 21 4.2 Geometrisk akustisk modellering.................................................................. 22 4.3 Statistisk akustisk modellering........................................................................ 27 4.4 Vågteoretisk akustisk modellering................................................................. 28 4.5 Nya rön................................................................................................................ 29 4.6 API:er.................................................................................................................... 30 5 Reproduktion av 3D-ljud............................................................................. 36 5.1 Signalhantering.................................................................................................... 36 5.2 Tvåkanalig reproduktion.................................................................................. 37 5.3 Flerhögtalarreproduktion ................................................................................ 38 5.4 Hårdvara & mjukvara........................................................................................ 39 5.5 Tidigare arbeten................................................................................................. 43 6 Implementering.............................................................................................. 46 6.1 Kravspecifikation................................................................................................ 46 6.2 Metod ................................................................................................................... 46 6.3 Resultat ................................................................................................................ 63 7 Diskussion....................................................................................................... 67 7.1 Diskussion ........................................................................................................... 67 7.2 Sammanfattning .................................................................................................. 68 7.3 Fortsatt utveckling............................................................................................. 68 Figurförteckning Figur 2.1, Visualisering av militär övning i programmet ExPert................................................... 4 Figur 3.1, Harmonisk våg .....................................................................................................................7 Figur 3.2, Ljudspridning och riktning...............................................................................................14
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