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Jim West

dblp:47/2187 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1998
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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 · 75% Virtual and augmented reality · 25%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing › speech recognition
acoustic modeling
0.011998
A Beam Tracing Approach to Acoustic Modeling for Interactive Virtual Environments · SIGGRAPH 1998
Audio and music processing › acoustic simulation
auralization
0.011998
A Beam Tracing Approach to Acoustic Modeling for Interactive Virtual Environments · SIGGRAPH 1998
Audio and music processing › room acoustics
room acoustics simulation
0.011998
A Beam Tracing Approach to Acoustic Modeling for Interactive Virtual Environments · SIGGRAPH 1998
Virtual and augmented reality
virtual environment
0.011998
A Beam Tracing Approach to Acoustic Modeling for Interactive Virtual Environments · SIGGRAPH 1998

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

spatial subdivision · 0.0cell adjacency graph · 0.0beam tracing · 0.0
YearPublicationVenuePosition
1998 A Beam Tracing Approach to Acoustic Modeling for Interactive Virtual Environments
abstract
Virtual environment research has focused on interactive image generation and has largely ignored acoustic modeling for spatialization of sound.Yet, realistic auditory cues can complement and enhance visual cues to aid navigation, comprehension, and sense of presence in virtual environments.A primary challenge in acoustic modeling is computation of reverberation paths from sound sources fast enough for real-time auralization.We have developed a system that uses precomputed spatial subdivision and "beam tree" data structures to enable real-time acoustic modeling and auralization in interactive virtual environments.The spatial subdivision is a partition of 3D space into convex polyhedral regions (cells) represented as a cell adjacency graph.A beam tracing algorithm recursively traces pyramidal beams through the spatial subdivision to construct a beam tree data structure representing the regions of space reachable by each potential sequence of transmission and specular reflection events at cell boundaries.From these precomputed data structures, we can generate high-order specular reflection and transmission paths at interactive rates to spatialize fixed sound sources in real-time as the user moves through a virtual environment.Unlike previous acoustic modeling work, our beam tracing method: 1) supports evaluation of reverberation paths at interactive rates, 2) scales to compute highorder reflections and large environments, and 3) extends naturally to compute paths of diffraction and diffuse reflection efficiently.We are using this system to develop interactive applications in which a user experiences a virtual environment immersively via simultaneous auralization and visualization.
Thomas A. Funkhouser, Ingrid Carlbom, Gary W. Elko, Gopal Sarma Pingali, Man Mohan Sondhi, Jim West
SIGGRAPH6