Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2007


View larger image
 


QTY:

Realtime Physically Based Sound Synthesis for Games
Price $7.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC07-3853
Statistics
Description

Realtime Physically Based Sound Synthesis for Games

Speakers: Ming Lin, Nikunj Raghuvanshi

Track: Audio

Format: Lecture

Experience Level: All

Description: Today's games employ recorded clips for sound events, which are very repetitive. This lecture focuses on using physically based principles to simulate realistic impact and rolling sounds of objects in a typical game environment in realtime. The approach uses many perceptually based acceleration techniques, as a result of which it is capable of handling environments with upto a hundred sounding objects in realtime. For scenes with low complexity it takes about 10 percent of the CPU time. This approach is simple to understand and implement and will be demonstrated, and can be integrated quite easily with existing game engines.

Idea Takeaway: Attendees learn novel techniques which enable generating realistic physically based impact and rolling sounds for games, instead of recorded sound clips.

Intended Audience: Anyone interested in game audio, sound synthesis and/or physically based simulation. The lecture doesn't have any prerequisites except for some basic knowledge of physics, sound, and waves.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.