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Lakulish Antani

dblp:82/4053 · DBLP profile ↗
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9ranked-venue papers
3as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author

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
8 papers
Audio and music processing · 75% Virtual and augmented reality · 13% Rendering · 12%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing › acoustic simulation
sound propagation
0.642013
Aural Proxies and Directionally-Varying Reverberation for Interactive Sound Propagation in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2013
Wave-ray coupling for interactive sound propagation in large complex scenes · ACM Trans. Graph. 2013
Interactive sound propagation using compact acoustic transfer operators · ACM Trans. Graph. 2012
Audio and music processing
acoustic rendering
0.432013
Aural Proxies and Directionally-Varying Reverberation for Interactive Sound Propagation in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2013
Direct-to-Indirect Acoustic Radiance Transfer · IEEE Trans. Vis. Comput. Graph. 2012
RESound: interactive sound rendering for dynamic virtual environments · ACM Multimedia 2009
Audio and music processing › acoustic simulation
acoustic radiance transfer
0.322012
Direct-to-Indirect Acoustic Radiance Transfer · IEEE Trans. Vis. Comput. Graph. 2012
Interactive sound propagation using compact acoustic transfer operators · ACM Trans. Graph. 2012
Virtual and augmented reality
immersive audio
0.222014
Source and Listener Directivity for Interactive Wave-Based Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2014
Aural Proxies and Directionally-Varying Reverberation for Interactive Sound Propagation in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2013
Audio and music processing
spatial audio
0.212014
Source and Listener Directivity for Interactive Wave-Based Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2014
Audio and music processing
acoustic simulation
0.212013
Wave-ray coupling for interactive sound propagation in large complex scenes · ACM Trans. Graph. 2013
Rendering › global illumination
indirect illumination
0.112011
Modular Radiance Transfer · ACM Trans. Graph. 2011
Audio and music processing › acoustic simulation
geometric acoustics
0.012013
Wave-ray coupling for interactive sound propagation in large complex scenes · ACM Trans. Graph. 2013
Rendering › light transport
precomputed light transport
0.012012
Direct-to-Indirect Acoustic Radiance Transfer · IEEE Trans. Vis. Comput. Graph. 2012

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

monte carlo integration · 0.3precomputed transfer operator · 0.3spherical harmonic decomposition · 0.2plane wave decomposition · 0.2head-related transfer function · 0.2pressure coupling · 0.2interpolation · 0.2geometric propagation · 0.2fast summation · 0.2equivalent source method · 0.2
YearPublicationVenuePosition
2014 Source and Listener Directivity for Interactive Wave-Based Sound Propagation
abstract
We present an approach to model dynamic, data-driven source and listener directivity for interactive wave-based sound propagation in virtual environments and computer games. Our directional source representation is expressed as a linear combination of elementary spherical harmonic (SH) sources. In the preprocessing stage, we precompute and encode the propagated sound fields due to each SH source. At runtime, we perform the SH decomposition of the varying source directivity interactively and compute the total sound field at the listener position as a weighted sum of precomputed SH sound fields. We propose a novel plane-wave decomposition approach based on higher-order derivatives of the sound field that enables dynamic HRTF-based listener directivity at runtime. We provide a generic framework to incorporate our source and listener directivity in any offline or online frequency-domain wave-based sound propagation algorithm. We have integrated our sound propagation system in Valve's Source game engine and use it to demonstrate realistic acoustic effects such as sound amplification, diffraction low-passing, scattering, localization, externalization, and spatial sound, generated by wave-based propagation of directional sources and listener in complex scenarios. We also present results from our preliminary user study.
Ravish Mehra, Lakulish Antani, Sujeong Kim, Dinesh Manocha
IEEE Trans. Vis. Comput. Graph.2
2013 Wave-based sound propagation in large open scenes using an equivalent source formulation
abstract
We present a novel approach for wave-based sound propagation suitable for large, open spaces spanning hundreds of meters, with a small memory footprint. The scene is decomposed into disjoint rigid objects. The free-field acoustic behavior of each object is captured by a compact per-object transfer function relating the amplitudes of a set of incoming equivalent sources to outgoing equivalent sources. Pairwise acoustic interactions between objects are computed analytically to yield compact inter-object transfer functions. The global sound field accounting for all orders of interaction is computed using these transfer functions. The runtime system uses fast summation over the outgoing equivalent source amplitudes for all objects to auralize the sound field for a moving listener in real time. We demonstrate realistic acoustic effects such as diffraction, low-passed sound behind obstructions, focusing, scattering, high-order reflections, and echoes on a variety of scenes.
Ravish Mehra, Nikunj Raghuvanshi, Lakulish Antani, Anish Chandak, Sean Curtis, Dinesh Manocha
ACM Trans. Graph.3
2013 Wave-ray coupling for interactive sound propagation in large complex scenes
abstract
We present a novel hybrid approach that couples geometric and numerical acoustic techniques for interactive sound propagation in complex environments. Our formulation is based on a combination of spatial and frequency decomposition of the sound field. We use numerical wave-based techniques to precompute the pressure field in the near-object regions and geometric propagation techniques in the far-field regions to model sound propagation. We present a novel two-way pressure coupling technique at the interface of near-object and far-field regions. At runtime, the impulse response at the listener position is computed at interactive rates based on the stored pressure field and interpolation techniques. Our system is able to simulate high-fidelity acoustic effects such as diffraction, scattering, low-pass filtering behind obstruction, reverberation, and high-order reflections in large, complex indoor and outdoor environments and Half-Life 2 game engine. The pressure computation requires orders of magnitude lower memory than standard wave-based numerical techniques.
Hengchin Yeh, Ravish Mehra, Zhimin Ren, Lakulish Antani, Dinesh Manocha, Ming C. Lin
ACM Trans. Graph.4
2013 Aural Proxies and Directionally-Varying Reverberation for Interactive Sound Propagation in Virtual Environments
abstract
We present an efficient algorithm to compute spatially-varying, direction-dependent artificial reverberation and reflection filters in large dynamic scenes for interactive sound propagation in virtual environments and video games. Our approach performs Monte Carlo integration of local visibility and depth functions to compute directionally-varying reverberation effects. The algorithm also uses a dynamically-generated rectangular aural proxy to efficiently model 2-4 orders of early reflections. These two techniques are combined to generate reflection and reverberation filters which vary with the direction of incidence at the listener. This combination leads to better sound source localization and immersion. The overall algorithm is efficient, easy to implement, and can handle moving sound sources, listeners, and dynamic scenes, with minimal storage overhead. We have integrated our approach with the audio rendering pipeline in Valve's Source game engine, and use it to generate realistic directional sound propagation effects in indoor and outdoor scenes in real-time. We demonstrate, through quantitative comparisons as well as evaluations, that our approach leads to enhanced, immersive multi-modal interaction.
Lakulish Antani, Dinesh Manocha
IEEE Trans. Vis. Comput. Graph.1
2012 Interactive sound propagation using compact acoustic transfer operators
abstract
We present an interactive sound propagation algorithm that can compute high orders of specular and diffuse reflections as well as edge diffractions in response to moving sound sources and a moving listener. Our formulation is based on a precomputed acoustic transfer operator, which we compactly represent using the Karhunen-Loeve transform. At runtime, we use a two-pass approach that combines acoustic radiance transfer with interactive ray tracing to compute early reflections as well as higher-order reflections and late reverberation. The overall approach allows accuracy to be traded off for improved performance at runtime, and has a low memory overhead. We demonstrate the performance of our algorithm on different scenarios, including an integration of our algorithm with Valve's Source game engine.
Lakulish Antani, Anish Chandak, Lauri Savioja, Dinesh Manocha
ACM Trans. Graph.1
2012 Direct-to-Indirect Acoustic Radiance Transfer
abstract
We present an efficient algorithm for simulating diffuse reflections of sound in a static scene. Our approach is built on recent advances in precomputed light transport techniques for visual rendering and uses them to develop an improved acoustic radiance transfer technique. We precompute a direct-to-indirect acoustic transfer operator for a scene, and use it to map direct sound incident on the surfaces of the scene to multibounce diffuse indirect sound, which is gathered at the listener to compute the final impulse response. Our algorithm decouples the transfer operator from the source position so we can efficiently update the acoustic response at the listener when the source moves. We highlight its performance on various benchmarks and observe significant speedups over prior methods based on acoustic radiance transfer.
Lakulish Antani, Anish Chandak, Micah T. Taylor, Dinesh Manocha
IEEE Trans. Vis. Comput. Graph.1
2011 Modular Radiance Transfer
abstract
Many rendering algorithms willingly sacrifice accuracy, favoring plausible shading with high-performance. Modular Radiance Transfer (MRT) models coarse-scale, distant indirect lighting effects in scene geometry that scales from high-end GPUs to low-end mobile platforms. MRT eliminates scene-dependent precomputation by storing compact transport on simple shapes, akin to bounce cards used in film production. These shapes' modular transport can be instanced, warped and connected on-the-fly to yield approximate light transport in large scenes. We introduce a prior on incident lighting distributions and perform all computations in low-dimensional subspaces. An implicit lighting environment induced from the low-rank approximations is in turn used to model secondary effects, such as volumetric transport variation, higher-order irradiance, and transport through lightfields. MRT is a new approach to precomputed lighting that uses a novel low-dimensional subspace simulation of light transport to uniquely balance the need for high-performance and portable solutions, low memory usage, and fast authoring iteration.
Brad Loos, Lakulish Antani, Kenny Mitchell, Derek Nowrouzezahrai, Wojciech Jarosz, Peter-Pike J. Sloan
ACM Trans. Graph.2
2009 RESound: interactive sound rendering for dynamic virtual environments
abstract
We present an interactive algorithm and system (RESound) for sound propagation and rendering in virtual environments and media applications. RESound uses geometric propagation techniques for fast computation of propagation paths from a source to a listener and takes into account specular reflections, diffuse reflections, and edge diffraction. In order to perform fast path computation, we use a unified ray-based representation to efficiently trace discrete rays as well as volumetric ray-frusta. RESound further improves sound quality by using statistical reverberation estimation techniques. We also present an interactive audio rendering algorithm to generate spatialized audio signals. The overall approach can render sound in dynamic scenes allowing source, listener, and obstacle motion. Moreover, our algorithm is relatively easy to parallelize on multi-core systems. We demonstrate its performance on complex game-like and architectural environments.
Micah T. Taylor, Anish Chandak, Lakulish Antani, Dinesh Manocha
ACM Multimedia3
2009 FastV: From-point Visibility Culling on Complex Models
abstract
Abstract We present an efficient technique to compute the potentially visible set (PVS) of triangles in a complex 3D scene from a viewpoint. The algorithm computes a conservative PVS at object space accuracy. Our approach traces a high number of small, volumetric frusta and computes blockers for each frustum using simple intersection tests. In practice, the algorithm can compute the PVS of CAD and scanned models composed of millions of triangles at interactive rates on a multi‐core PC. We also use the visibility algorithm to accurately compute the reflection paths from a point sound source. The resulting sound propagation algorithm is 10–20X faster than prior accurate geometric acoustic methods.
Anish Chandak, Lakulish Antani, Micah T. Taylor, Dinesh Manocha
Comput. Graph. Forum2