Interactive sound and haptics present unique needs, not natively supported by the game engines on which virtual worlds are typically built. The Virtual Acoustic Sound and Haptics Engine (VASHE) project from the CCRMA VR Lab aims to design a free, open-source pipeline for real-time, physically-based sound synthesis in V/AR. Among the core values of VASHE is to enable true virtual audio-haptic play (tapping, striking, scraping, throwing, etc).
A core component of modern 3D game engines is the presence of a dedicated physics module, typically for the purpose of handling rigidbodies, joints, collisions, gravity, and other physical forces. The context of processing thousands of objects (containing orders more vertices) every frame has made it necessary for these engines to optimize their performance. On the other hand, the in-built audio facilities provided by these engines are typically based on replaying sound clips, occasionally with some additional effect processing. In principle, though, it should be possible to leverage these pre-existing powerful physics engines in order to drive synthesis models in real time.
The typical game title also contains a wealth of graphical information that can be repurposed for the sake of audio and haptics. For the sake of computing real-time lighting on detailed objects, game engines make use of 2D texture atlases that allow its rendering shaders to determine the surface properties of different points in space. These maps, often in the form of normal maps, displacement maps, or height maps contain a compact topological representation, which we hope to use to synthesize audio-haptic feedback.
If you have the Anaconda distribution of Python installed, you can try out VASHE texture-to-audio synthesis by running anaconda download cfoster0/vashe_demo
For a read-only preview, I have made the notebook available at this Anaconda Cloud link.
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