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Expressive Sound Synthesis for Animation

Expressive Sound Synthesis for Animation PDF Author: Cécile Picard Limpens
Publisher:
ISBN:
Category :
Languages : en
Pages : 162

Book Description
The main objective of this thesis is to provide tools for an expressive and real-time synthesis of sounds resulting from physical interactions of various objects in a 3D virtual environment. Indeed, these sounds, such as collisions sounds or sounds from continuous interaction between surfaces, are difficult to create in a pre-production process since they are highly dynamic and vary drastically depending on the interaction and objects. To achieve this goal, two approaches are proposed; the first one is based on simulation of physical phenomena responsible for sound production, the second one based on the processing of a recordings database. According to a physically based point of view, the sound source is modelled as the combination of an excitation and a resonator. We first present an original technique to model the interaction force for continuous contacts, such as rolling. Visual textures of objects in the environment are reused as a discontinuity map to create audible position-dependent variations during continuous contacts. We then propose a method for a robust and flexible modal analysis to formulate the resonator. Besides allowing to handle a large variety of geometries and proposing a multi-resolution of modal parameters, the technique enables us to solve the problems of coherence between physics simulation and sound synthesis that are frequently encountered in animation. Following a more empirical approach, we propose an innovative method that consists in bridging the gap between direct playback of audio recordings and physically based synthesis by retargetting audio grains extracted from recordings according to the output of a physics engine. In an off-line analysis task, we automatically segment audio recordings into atomic grains and we represent each original recording as a compact series of audio grains. During interactive animations, the grains are triggered individually or in sequence according to parameters reported from the physics engine and/or userdefined procedures. Finally, we address fracture events which commonly appear in virtual environments, especially in video games. Because of their complexity that makes a purely physical-based model prohibitively expensive and an empirical approach impracticable for the large variety of micro-events, this thesis opens the discussion on a hybrid model and the possible strategies to combine a physically based approach and an empirical approach. The model aims at appropriately rendering the sound corresponding to the fracture and to each specific sounding sample when material breaks into pieces.

Expressive Sound Synthesis for Animation

Expressive Sound Synthesis for Animation PDF Author: Cécile Picard Limpens
Publisher:
ISBN:
Category :
Languages : en
Pages : 162

Book Description
The main objective of this thesis is to provide tools for an expressive and real-time synthesis of sounds resulting from physical interactions of various objects in a 3D virtual environment. Indeed, these sounds, such as collisions sounds or sounds from continuous interaction between surfaces, are difficult to create in a pre-production process since they are highly dynamic and vary drastically depending on the interaction and objects. To achieve this goal, two approaches are proposed; the first one is based on simulation of physical phenomena responsible for sound production, the second one based on the processing of a recordings database. According to a physically based point of view, the sound source is modelled as the combination of an excitation and a resonator. We first present an original technique to model the interaction force for continuous contacts, such as rolling. Visual textures of objects in the environment are reused as a discontinuity map to create audible position-dependent variations during continuous contacts. We then propose a method for a robust and flexible modal analysis to formulate the resonator. Besides allowing to handle a large variety of geometries and proposing a multi-resolution of modal parameters, the technique enables us to solve the problems of coherence between physics simulation and sound synthesis that are frequently encountered in animation. Following a more empirical approach, we propose an innovative method that consists in bridging the gap between direct playback of audio recordings and physically based synthesis by retargetting audio grains extracted from recordings according to the output of a physics engine. In an off-line analysis task, we automatically segment audio recordings into atomic grains and we represent each original recording as a compact series of audio grains. During interactive animations, the grains are triggered individually or in sequence according to parameters reported from the physics engine and/or userdefined procedures. Finally, we address fracture events which commonly appear in virtual environments, especially in video games. Because of their complexity that makes a purely physical-based model prohibitively expensive and an empirical approach impracticable for the large variety of micro-events, this thesis opens the discussion on a hybrid model and the possible strategies to combine a physically based approach and an empirical approach. The model aims at appropriately rendering the sound corresponding to the fracture and to each specific sounding sample when material breaks into pieces.

Mathematical Progress in Expressive Image Synthesis I

Mathematical Progress in Expressive Image Synthesis I PDF Author: Ken Anjyo
Publisher: Springer
ISBN: 4431550070
Category : Technology & Engineering
Languages : en
Pages : 185

Book Description
This book presents revised versions of the best papers selected from the symposium “Mathematical Progress in Expressive Image Synthesis” (MEIS2013) held in Fukuoka, Japan, in 2013. The topics cover various areas of computer graphics (CG), such as surface deformation/editing, character animation, visual simulation of fluids, texture and sound synthesis and photorealistic rendering. From a mathematical point of view, the book also presents papers addressing discrete differential geometry, Lie theory, computational fluid dynamics, function interpolation and learning theory. This book showcases the latest joint efforts between mathematicians, CG researchers and practitioners exploring important issues in graphics and visual perception. The book provides a valuable resource for all computer graphics researchers seeking open problem areas, especially those now entering the field who have not yet selected a research direction.

A Facial Animation Model for Expressive Audio-visual Speech

A Facial Animation Model for Expressive Audio-visual Speech PDF Author: Arunachalam Somasundaram
Publisher:
ISBN:
Category : Computer animation
Languages : en
Pages : 139

Book Description
Abstract: Expressive facial speech animation is a challenging topic of great interest to the computer graphics community. Adding emotions to audio-visual speech animation is very important for realistic facial animation. The complexity of neutral visual speech synthesis is mainly attributed to co-articulation. Co-articulation is the phenomenon due to which the facial pose of the current segment of speech is affected by the neighboring segments of speech. The inclusion of emotions and fluency effects in speech adds to that complexity because of the corresponding shape and timing modifications brought about in speech. Speech is often accompanied by supportive visual prosodic elements such as motion of the head, eyes, and eyebrow, which improve the intelligibility of speech, and they need to be synthesized. In this dissertation, we present a technique to modify input neutral audio and synthesize visual speech incorporating effects of emotion and fluency. Visemes, which are visual counterpart of phonemes, are used to animate speech. We motion capture 3-D facial motion and extract facial muscle positions of expressive visemes. Our expressive visemes capture the pose of the entire face. The expressive visemes are blended using a novel constraint-based co-articulation technique that can easily accommodate the effects of emotion. We also present a visual prosody model for emotional speech, based on motion capture data, that exhibits non-verbal behaviors such as eyebrow motion and overall head motion.

A System for Expressive Spectro-spatial Sound Synthesis

A System for Expressive Spectro-spatial Sound Synthesis PDF Author: Henrik von Coler
Publisher:
ISBN:
Category : Sound
Languages : en
Pages :

Book Description


Real Sound Synthesis for Interactive Applications

Real Sound Synthesis for Interactive Applications PDF Author: Perry R. Cook
Publisher: CRC Press
ISBN: 1498765467
Category : Computers
Languages : en
Pages : 263

Book Description
Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and traini

Data-Driven 3D Facial Animation

Data-Driven 3D Facial Animation PDF Author: Zhigang Deng
Publisher: Springer Science & Business Media
ISBN: 1846289068
Category : Computers
Languages : en
Pages : 303

Book Description
Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Comprehensive in scope, the book provides an up-to-date reference source for those working in the facial animation field.

Designing Sound for Animation

Designing Sound for Animation PDF Author: Robin Beauchamp
Publisher: Taylor & Francis
ISBN: 1136143653
Category : Art
Languages : en
Pages : 198

Book Description
This nuts-and-bolts guide to sound design for animated films explains audio software, free downloads, how sound works, the power of sound when wielded by an animation filmmaker, and provides varieties of examples for how to use sound to enliven your films with professional sound. Sound-savvy animators save precious resources (time and money) by using sound for effects they don't necessarily have time to create. For example, the sound of a crow flying gives viewers a sense of the crow without the crow. Where there's a macabre element or scene in an animated film, this book explains why you should choose a low frequency sound for it-low frequencies are scary, because the ear can't decipher their origin or direction! On the DVD: three 5-minute animations; sample sound clips, jump cuts and video streams; plus motion graphics with which to practice sound-applications explained in this book.

Sound Synthesis for Physics-based Computer Animation

Sound Synthesis for Physics-based Computer Animation PDF Author: Jeffrey Neil Chadwick
Publisher:
ISBN:
Category :
Languages : en
Pages : 147

Book Description
In this thesis, we explore the problem of synthesizing realistic soundtracks for physicsbased computer animations. While the problem of producing realistic animations of physical phenomena has received much attention over the last few decades, comparatively little attention has been devoted to the problem of generating synchronized soundtracks for these simulations. Recent work on sound synthesis in the computer graphics community has largely focused on producing sound for simple, rigid-body animations. While these methods have been successful for certain scenes, the range of examples for which they produce convincing results is quite limited. In this thesis, we introduce a variety of new sound synthesis algorithms suitable for generating physics-based animation soundtracks. We demonstrate synthesis results on a variety of animated scenes for which prior methods are incapable of producing plausible sounds. First, we introduce a new algorithm for synthesizing sound due to nonlinear vibrations in thin shell structures. Our contributions include a new thin shell-based dimensional model reduction approach for efficiently simulating thin shell vibrations. We also provide a novel data-driven model for acoustic transfer due to vibrating objects, allowing for very fast sound synthesis once object vibrations are known. We find that this sound synthesis method produces significantly more realistic results than prior rigidbody sound synthesis algorithms for a variety of familiar objects. Next, we further address the limitations of prior sound synthesis techniques by introducing a new method for synthesizing rigid-body acceleration noise - sound produced when an object experiences rapid rigid-body acceleration. We develop an effi- cient impulse-based model for synthesizing sound due to arbitrary rigid-body accelerations and build a system for modeling plausible rigid-body accelerations due to contact events in a standard rigid-body dynamics solver. This allows us to efficiently recover acceleration sound using data readily available from rigid-body simulations. Our results demonstrate that our method significantly improves upon the results available when using traditional rigid-body sound synthesis with no acceleration noise modeling. We also introduce a scalable proxy model which provides us with a practical method for synthesizing acceleration sound from scenes with hundreds to thousands of unique objects. This allows us to produce substantially improved sound results for phenomena such as rigid-body fracture. Finally, we also consider sound from other, non-rigid phenomena; specifically, sound from physics-based animations of fire. We propose a hybrid sound synthesis algorithm combining physics-based and data-driven approaches. Our method produces plausible results for a variety of fire animations. Moreover, our use of data-driven synthesis grants users of our method a degree of artistic control.

Sound Synthesis, Propagation, and Rendering

Sound Synthesis, Propagation, and Rendering PDF Author: Liu Shiguang
Publisher: Springer Nature
ISBN: 3031792149
Category : Mathematics
Languages : en
Pages : 96

Book Description
This book gives a broad overview of research on sound simulation driven by a variety of applications. Vibrating objects produce sound, which then propagates through a medium such as air or water before finally being heard by a listener. As a crucial sensory channel, sound plays a vital role in many applications. There is a well-established research community in acoustics that has studied the problems related to sound simulation for six decades. Some of the earliest work was motivated by the design of concert halls, theaters, or lecture rooms with good acoustic characteristics. These problems also have been investigated in other applications, including noise control and sound design for urban planning, building construction, and automotive applications. Moreover, plausible or realistic sound effects can improve the sense of presence in a virtual environment or a game. In these applications, sound can provide important clues such as source directionality and spatial size. The book first surveys various sound synthesis methods, including harmonic synthesis, texture synthesis, spectral analysis, and physics-based synthesis. Next, it provides an overview of sound propagation techniques, including wave-based methods, geometric-based methods, and hybrid methods. The book also summarizes various techniques for sound rendering. Finally, it surveys some recent trends, including the use of machine learning methods to accelerate sound simulation and the use of sound simulation techniques for other applications such as speech recognition, source localization, and computer-aided design.

Expressive Sampling Synthesis. Learning Extended Source-filter Models from Instrument Sound Databases for Expressive Sample Manipulations

Expressive Sampling Synthesis. Learning Extended Source-filter Models from Instrument Sound Databases for Expressive Sample Manipulations PDF Author: Henrik Hahn
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Book Description
Within this thesis an imitative sound synthesis system will be introduced that is applicable to most quasi-harmonic instruments. The system bases upon single-note recordings that represent a quantized version of an instrument's possible timbre space with respect to its pitch and intensity dimension. A transformation method then allows to render sound signals with continuous values of the expressive control parameters which are perceptually coherent with its acoustic equivalents. A parametric instrument model is therefore presented based on an extended source-filter model with separate manipulations of a signal's harmonic and residual components. A subjective evaluation procedure will be shown to assess a variety of transformation results by a direct comparison with unmodified recordings to determine how perceptually close the synthesis results are regarding their respective acoustic correlates.