CAREER: Simulation of Lighting and Acoustics in Interactive Virtual Environments
Princeton University, Princeton NJ
Investigators
Abstract
The long-term goal of my integrated research and educational plan is to develop interactive virtual environment sys-tems supporting realistic aural/visual simulation of large 3D models containing multiple interacting users. Research Plan The main objective of the proposed research project is to develop efficient algorithms for simulating the propagation of light and sound waves through a virtual environment by scattering at surfaces of a 3D model. This research problem is central to providing a realistic experience in an immersive virtual environment, as its solution enables global illumination and sound spatialization. It is also significant for several other applications, including motion planning, inverse modeling, scene capture, heat transfer, radio power prediction, fire propagation, and traffic analysis, which are all important in fields beyond immersive virtual environments. For simulations of both lighting and acoustics, the fundamental problem is to compute a solution to an integral equation expressing the wave field at every point in terms of the wave field on surrounding surfaces. The main difficulty is that the wave field has discontinuities due to occlusions, caustics, and specular highlights, which induce large variations over small portions of the integration domain (i.e. surfaces or directions). Previous integration methods based on radiosity and Monte Carlo path tracing are generally not practical for typical virtual environments. I plan to investigate a hybrid beam tracing and path tracing approach. The general strategy is to trace beams that partition the space of rays into topologically distinct bundles corresponding to different sequences of scattering events at surfaces of the 3D scene (reverberation sequences), and then use them to guide sampling in an interactive path tracing algorithm. The motivation for this approach is that attributes of a relatively small number of beams traced during the first phase can provide useful information about the wave field that can be used to guide and accelerate evaluation of samples during the second phase. This approach enables efficient methods for: 1) enumeration of reverberation sequences, 2) decomposition of integration domain, 3) conservative approximation, 4) spatial coherence in ray intersections, 5) sampling of reverberation sequences, 6) progressive refinement, and 7) off-line precomputation. The challenge is to develop methods that trace beams through 3D models quickly and reap the benefits of the traced beams in useful applications. My research plan is to investigate hybrid beam tracing and path tracing approaches to solve classical problems for virtual environments. The new research contributions will be made at four levels: theory, algorithms, applications, and experiments. First, I plan to investigate new theory for modeling wave propagation as a discrete set of reverber- ation paths incorporating multiple scattering effects including diffractions. Second, I plan to develop new algorithms that efficiently find significant reverberation paths with general types of scattering in general 3D models. Third, I plan to investigate new applications where the proposed approach for computing reverberation paths can be used to solve classical problems. Finally, I plan to perform experiments to evaluate the results of computed simulations both quantitatively and qualitatively in comparison to measured wave fields. The overall outcome of this research will be a computational framework and a suite of methods for computing general reverberation paths in general 3D models and evaluating them in interactive applications. Throughout this project, I plan to investigate the synergies between sound and light and to apply the lessons learned from one wave phenomenon to the other. Based on historical precedent, I believe that it will be possible to develop better simulations of virtual environments by studying both sound and light together. Educational Plan The objectives of my educational plan are to teach students and to develop new methods for education. In particular, one special goal of mine is to enable the use of interactive virtual environment systems in the educational process. I plan to investigate this novel media for education by designing new interdisciplinary courses that will allow students and teachers from widely varying backgrounds to learn about and experiment with virtual environment systems. I also plan to develop new educational materials (textbook, course notes, software tools, and 3D models), to mentor students (graduate, undergraduate, and K-12), and to develop outreach programs for disadvantaged people (mentoring under- privileged students and deploying handicap-assisting applications). By both developing interactive virtual environment systems for research, and investigating their use for teaching, my research and educational activities are uniquely integrated.
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