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Adding Realism to Environmental Reverberation Using Convolution: Are We There Yet?
Price $3.95
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SKU GDC11-12116
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Description
Adding Realism to Environmental Reverberation Using Convolution: Are We There Yet?
SPEAKER/S: Francois Thibault (Audiokinetic Inc.)
DAY / TIME / LOCATION: Friday 3:30- 4:30 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Programming / Lecture
DESCRIPTION: Providing a realistic simulation of the acoustics of different environments is an important part of the audio experience in games. Convolution reverb algorithms can be used to add realism to environmental reverberation, applying the exact acoustic signature of pre-recorded impulse responses of various spaces on dry sounds.

Many challenges arise when integrating convolution reverberation techniques into game audio pipelines. Several implementation strategies will be reviewed with respect to their audio latency, memory usage and CPU consumption. Solutions to these technical challenges will be detailed with real-world usage examples and a detailed performance analysis on several platforms will be presented.

TAKEAWAY: Attendees will leave with a clear understanding of the implications of integrating convolution reverberation in a game audio pipeline. Concrete implementation techniques for convolution algorithms will be presented. Following the best practices presented, attendees should be able to maximize performance and realism from convolution reverberation and be able to determine whether this technology is a good match for their environmental reverberation needs.
INTENDED AUDIENCE: Audio programmers will enjoy the presentation of detailed convolution reverberation algorithms. Every audio enthusiast will benefit from the conclusions drawn, best practices, usage figures as well as the numerous audio examples presented. No prior knowledge is required and anyone with an interest in environmental reverberation should attend.

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