BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Tokyo X-LIC-LOCATION:Asia/Tokyo BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:JST DTSTART:18871231T000000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20250110T023313Z LOCATION:Hall B7 (1)\, B Block\, Level 7 DTSTART;TZID=Asia/Tokyo:20241206T132800 DTEND;TZID=Asia/Tokyo:20241206T134200 UID:siggraphasia_SIGGRAPH Asia 2024_sess147_papers_1205@linklings.com SUMMARY:WaveBlender: Practical Sound-Source Animation in Blended Domains DESCRIPTION:Technical Papers\n\nKangrui Xue (Stanford University); Jui-Hsi en Wang and Timothy Langlois (Adobe Research); and Doug James (Stanford Un iversity, NVIDIA)\n\nSynthesizing plausible sound sources for modern physi cs-based animation is exceptionally challenging due to complex animated ph enomena that form rapidly moving, deforming, and vibrating interfaces whic h produce acoustic waves within the air domain. Not only must the methods synthesize sounds that are faithful and free of digital artifacts, but, in order to be practical, the methods must also be fast, easy to implement, and support fast parallel hardware. Unfortunately, no current solutions ca n satisfy these many conflicting constraints.\n\nIn this paper, we introdu ce WaveBlender, a simple and fast GPU-accelerated finite-different time-do main (FDTD) acoustic wavesolver for simulating popular physics-based anima tion sound sources on uniform grids. To resolve continuously moving and de forming solid- or fluid-air interfaces on uniform grids, we derive a novel scheme that can temporally blend between two subsequent finite-difference discretizations. Our 𝛽-blending scheme requires minimal modification of t he original FDTD update equations along with only a single new blending pa rameter, 𝛽, defined at cell centers and modified velocity-level boundary c onditions. WaveBlender is able to convincingly synthesize sounds for a var iety of physics-based animation sound sources (water, modal, thin shells, kinematic deformers, and re-recording), along with point-like sound source s for tiny rigid bodies. Our solver is robust across different resolutions , achieves good GPU parallelization, and is over an order-of-magnitude fas ter than prior CPU-based wavesolvers for these animation sound problems.\n \nRegistration Category: Full Access, Full Access Supporter\n\nLanguage Fo rmat: English Language\n\nSession Chair: Yi Zhou (Adobe) URL:https://asia.siggraph.org/2024/program/?id=papers_1205&sess=sess147 END:VEVENT END:VCALENDAR