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Chris Malloy

dblp:177/6230 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Audio and music processing · 87% Computer animation and physical simulation · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing
acoustic simulation
0.212016
SynCoPation: Interactive Synthesis-Coupled Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2016
Audio and music processing › acoustic simulation
sound propagation
0.212016
SynCoPation: Interactive Synthesis-Coupled Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2016
Computer animation and physical simulation
rigid body simulation
0.112016
SynCoPation: Interactive Synthesis-Coupled Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2016

Methods — techniques the papers use, named apart from their topics

multipole expansion · 0.2hankel function approximation · 0.2
YearPublicationVenuePosition
2016 SynCoPation: Interactive Synthesis-Coupled Sound Propagation
abstract
Recent research in sound simulation has focused on either sound synthesis or sound propagation, and many standalone algorithms have been developed for each domain. We present a novel technique for coupling sound synthesis with sound propagation to automatically generate realistic aural content for virtual environments. Our approach can generate sounds from rigid-bodies based on the vibration modes and radiation coefficients represented by the single-point multipole expansion. We present a mode-adaptive propagation algorithm that uses a perceptual Hankel function approximation technique to achieve interactive runtime performance. The overall approach allows for high degrees of dynamism - it can support dynamic sources, dynamic listeners, and dynamic directivity simultaneously. We have integrated our system with the Unity game engine and demonstrate the effectiveness of this fully-automatic technique for audio content creation in complex indoor and outdoor scenes. We conducted a preliminary, online user-study to evaluate whether our Hankel function approximation causes any perceptible loss of audio quality. The results indicate that the subjects were unable to distinguish between the audio rendered using the approximate function and audio rendered using the full Hankel function in the Cathedral, Tuscany, and the Game benchmarks.
Atul Rungta, Carl Schissler, Ravish Mehra, Chris Malloy, Ming C. Lin, Dinesh Manocha
IEEE Trans. Vis. Comput. Graph.4