arXiv:2507.09376cs.SDcs.HC2025-07中稿 · the 50th Internati…

用2D波模拟在虚幻引擎中实现更真实的动态声音渲染

Acoustic Wave Modeling Using 2D FDTD: Applications in Unreal Engine For Dynamic Sound Rendering

  • 通过2D FDTD方法在虚幻引擎中建模声波传播
  • 生成包含衍射、遮挡等现象的多通道冲激响应
  • 适合游戏和虚拟现实中的高保真音效开发

精确的声音传播模拟对虚拟应用中的沉浸感至关重要,但现有工业方法往往忽略完整的声波现象。本文提出一种基于二维有限差分时域(2D FDTD)的新框架,在虚幻引擎中以波模型模拟声音传播,重点捕捉低频波现象,集成遮挡、衍射、反射与干涉于生成的冲激响应中。首先将场景几何通过俯视投影离散化为2D网格,生成障碍物掩码与边界条件;随后使用基于Python的FDTD求解器在声源位置注入正弦扫频信号,虚拟四声道麦克风阵列在预设听者位置记录压力场响应;通过反卷积处理获得保留空间方向性的多通道冲激响应,并集成至虚幻引擎音频管线实现动态播放。基准测试验证了结果与解析解的一致性,论文还提出了面向商业可行性的混合扩展方案。

原文摘要 · Abstract (English)

Accurate sound propagation simulation is essential for delivering immersive experiences in virtual applications, yet industry methods for acoustic modeling often do not account for the full breadth of acoustic wave phenomena. This paper proposes a novel two-dimensional (2D) finite-difference time-domain (FDTD) framework that simulates sound propagation as a wave-based model in Unreal Engine, with an emphasis on capturing lower frequency wave phenomena, embedding occlusion, diffraction, reflection and interference in generated impulse responses. The process begins by discretizing the scene geometry into a 2D grid via a top-down projection from which obstacle masks and boundary conditions are derived. A Python-based FDTD solver injects a sine sweep at a source position, and virtual quadraphonic microphone arrays record pressure field responses at pre-defined listener positions. De-convolution of the pressure responses yields multi-channel impulse responses that retain spatial directionality which are then integrated into Unreal Engine's audio pipeline for dynamic playback. Benchmark tests confirm agreement with analytical expectations, and the paper outlines hybrid extensions aimed at commercial viability.

声学模拟虚幻引擎波模型音效渲染

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