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Automatic portal generation for 3D audio – from triangle soup to a portal system

creativeworkseries.issn1508-2806
dc.contributor.authorTurecki, Piotr
dc.contributor.authorPędzimąż, Tomasz
dc.contributor.authorPałka, Szymon
dc.contributor.authorZiółko, Bartosz
dc.date.available2017-09-21T07:50:46Z
dc.date.issued2016
dc.descriptionBibliogr. s. 350-352.
dc.description.abstractThe purpose of this paper is to investigate an algorithm for generating an automatic portal system. This has been accomplished based on a given set of triangles. The proposed solution was designed to enhance the performance of a sound beam-tracing engine. This solution can also be used for other areas where portal systems are applicable. The provided technical solution emphasizes the beam tracing engine’s requirements. Our approach is based on the work of Haumont et al. (with additional improvements), resulting in improved scene segmentation and lower computational complexity. We examined voxelization techniques and their properties, and have adjusted these to fit the requirements of a beam-tracing engine. As a result of our investigation, a new method for finding portal placement has been developed by adjusting the orientation of the found portals to fit the neighboring scene walls. In addition, we replaced Haumont et al.’s prevoxelization step, which is used for erasing geometrical details (for example, thin walls). This was done by smoothing the distance field that, in effect, eliminated incorrectly positioned portals. The results of our work remove the requirement for walls that separate rooms to have a particular thickness. We also describe a method for building a structure that accelerates real-time queries for determining the area where a given point is located. All of the presented techniques allow for the use of larger sized voxels, which increases performance and reduces memory requirements (not only during the preprocessing phase but also during real-time usage). The proposed solutions were tested using scenarios with scenes of varying complexity.en
dc.description.placeOfPublicationKraków
dc.description.versionwersja wydawniczapl
dc.identifier.doihttps://doi.org/10.7494/csci.2016.17.3.321
dc.identifier.eissn2300-7036
dc.identifier.issn1508-2806
dc.identifier.nukatdd2016315124pl
dc.identifier.urihttps://repo.agh.edu.pl/handle/AGH/49496
dc.language.isoeng
dc.publisherWydawnictwa AGH
dc.relation.ispartofComputer Science
dc.rightsAttribution 4.0 International
dc.rights.accessotwarty dostęp
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/legalcode
dc.subjectvoxelizationen
dc.subjectportal generationen
dc.subjectgeomatry occlusionen
dc.subjectwatershed transformen
dc.titleAutomatic portal generation for 3D audio – from triangle soup to a portal systemen
dc.title.relatedComputer Science
dc.typeartykuł
dspace.entity.typePublication
publicationissue.issueNumberNo. 3
publicationissue.paginationpp. 321-352
publicationvolume.volumeNumberVol. 17
relation.isJournalIssueOfPublicationae079d21-80ca-47d5-91b9-3bc482304137
relation.isJournalIssueOfPublication.latestForDiscoveryae079d21-80ca-47d5-91b9-3bc482304137
relation.isJournalOfPublication020291ee-249b-4dcf-98a3-276a2f7981aa

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