摘要
介绍了虚拟环境中面向扬声器的空间立体声生成和定位的研究现状、矢量基幅值相移算法,讨论了有关声音仿真的若干问题。针对某大型分布式虚拟战场环境,构造并实现了DIS/HLA体系结构下实时3维空间立体声系统,分析了该系统中空间扬声器阵列声音显示的若干问题。提出了声觉信息显示包围球的概念,进而提出了一种以虚拟观察者/听者为中心的包围球内声源目标快速检索算法,解决了分布交互仿真中感兴趣区域大量实体声源的实时显示问题,该方法用于实际系统,效果良好。
This paper introduces the current technology of spatial auditory cues and auditory localization of virtual environment based on loudspeakers. Vector base amplitude panning (VBAP) method is introduced and some problems on sound simulation are discussed. The real-time interactive spatial sound system for virtual battlefield environment based on HLA and DIS is proposed and implemented in a large-scale distributed virtual battlefield environment. Some problems on auditory display via loudspeaker arrays of that system are analyzed. There are masses of entities in distributed interactive simulation to generate virtual sounds. A conception called auditory display surrounding sphere is defined,in which center is the virtual observer/listener and then an optimization search algorithm is presented to manage the entities as sound sources in the area of interesting. This method is used in real system and the effect is quite good.
出处
《计算机工程》
CAS
CSCD
北大核心
2004年第4期1-3,共3页
Computer Engineering
关键词
虚拟环境
空间立体声
矢量基幅值相移
声觉信息显示包围球
Virtual environment (VE)
Spatial sound
Vector base amplitude panning (VBAP)
Auditory display surrounding sphere