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Projects Presentations: Sound and Animation Dates: Week 9: Wed, - PDF document

Projects Presentations: Sound and Animation Dates: Week 9: Wed, Feb 14 Week 10: Mon, Feb 19 Finals Week: Tues, Feb 27 (2:45-4:45) 15 minutes / presentation Schedule now on Web Please send me choice of time/day


  1. Projects  Presentations: Sound and Animation  Dates:  Week 9: Wed, Feb 14  Week 10: Mon, Feb 19  Finals Week: Tues, Feb 27 (2:45-4:45)  15 minutes / presentation  Schedule now on Web  Please send me choice of time/day  ALL PRESENTATIONS HAVE BEEN SCHEDULED!!!  PRESENTATIONS START ON WEDNESDAY Assignments Plan Assignment 1 -- Framework  Today:  Assignment 2 -- Keyframing  Last lecture: Sound and Animation  Most have been graded.  Wednesday   Presentations -- Day 1 Assignment 3 -- Billiards   Next Monday 50% graded   Presentations -- Day 2 Assignment 4 -- Group Motion  Next Wednesday  To be done Wednesday-Thursday  NO CLASS  Assignment 5 - Walking  Feb 27th (Finals week)  Due 2/16 (Friday)   Presentation -- Day 3 NOTE: Dropbox close dates have been fixed.   LAST DAY TO HAND IN STUFF. Thinking About Spring? Thinking About Spring Applications in Virtual Reality (4003-590-09 / 4005-769-09) Procedural Shading   The goal of this course is to introduce students to the architectures and  mechanisms of procedural shading and to teach them how to use shaders Virtual Theatre  effectively in creating stunning visual effects. A distributed computer system whereby performers, stage crew, and audience can be  in physically separate places yet share in the same live theatrical performance. Components  Components Advanced RenderMan   Torque Gaming Engine Real time shaders (Cg)   moCap devices  Lecture + Lab/Studio Game networking   Actual shaders form artists specs.  Details  Details 4003-590-09 / 4005-769-09   TR 2-4 (ICL6) 4003-590-01 / 4005-769-01   TR 4-6 (ICL6)  Please contact Joe Geigel (jmg@cs.rit.edu) for details PRE-REQ: Computer Graphics II   1

  2. Jobs, Jobs, Jobs Jobs, Jobs, Jobs  Full time position  Demiurge (Boston area)  Game company  Interns, co-ops, full-time  Intel  Programmers who likes games  GPU validation  Experience in 3D and/or hardware  www.demiurgestudios.com  May Graduation date  Several alum there  Send resume to me, I will forward.  E-mail me w/resume if interested. Jobs, Jobs, Jobs Jobs, Jobs, Jobs  Possible co-op position  Upcoming company presentations:  Google -- Tues, Feb 13, 4-6pm (70-1400)  Possible part-time work  Paychex -- Thurs, Feb 15, 2-4pm (in Webster -- RSVP required)  Intel -- Fri, Feb 16, noon-3pm (COE, Erdle)  Interactive Collaboration Envroments Lab in  See posting on my office BB for info CASCI  Collaboration Technology Specialists  Video / audio / communication over Internet 2.  http://www.rit.edu/~rc/jobs.html Jobs, Jobs, Jobs Projects  Final Reports  US Air Force Research Labs  Note that final reports / code are  Rome (New York, not Italy) SEPARATE grading components  Summer Positions  Final reports/code are due on the last day  Applications due February 28th of class (Feb 27th)  Very hard deadline  Note this is a hard deadline  Dropbox is set up for report and code submissions.  E-mail me for more info. 2

  3. Projects Plan for today  Final Report  Sound and Animation  Describe as if you were passing on your code to the next victim.  Sections  Problem/Project Description  Approach  Implementation  Overall System Architecture.  Overall Program Architecture  Description of major data structures / objects  Results / User Documentation  Future Enhancements  Appendix -- All Code listings Motivation Films Motivational Film  Animations by Wayne Lytle  More Bells and Whistles (1990)  Visualization Guru at Cornell Theory Center  Lytle wrote the the code for each band member  Quit to start Animusic in 1995  Motion is MIDI controlled  First of several Animusic pieces to be shown at SIGGRAPH Motivational Film Motivational Film  Pipe Dream (2001)  Train Wreck (2003)  Animusic  Martin Burolla  Can’t See too much Animusic  From animation class (20022)  Sound drives motion 3

  4. Sound and Animation Sound  Issues in Sound and Animation  What is sound?  Sound Generation  From webster.com  What do we play?  mechanical radiant energy that is transmitted by longitudinal pressure waves in a material  Sound Synchronization medium (as air) and is the objective cause of  When do we play? hearing  Spatial Sound  Where do we play Sound Remember this?  What is sound?  Spatial vs frequency domains  Sound can be described as a 1 dimensional  Most well behaved functions can be signal in time described as a sum of sin waves (possibly offset) at various frequencies  Describing a function by the contribution sound = f(t) (and offset) at each frequency is describing the function in the frequency domain Sound Sound  A mathematical description of an audio signal: � f ( t ) A sin( 2 t ) = � � � + � i i i i 0 = Contribution/amplitude frequency phase Foley/VanDam 4

  5. Sound: Loudness Sound: Pitch  Looking at sound in the temporal  Looking at sound in the frequency domain domain.  Sound can be described as a 1 dimensional  Humans “hear” sounds because of signal in time periodicities in the audio signal.  Humans perceive frequency as the sensation of pitch.  Signal values represent amplitude.  Humans can perceive pitches due to periodicities ranging from 20 – 20000  We perceive the effect of amplitude as vibrations / sec (Hz). loudness. Sound: Pitch Sound: Timbre  Tone quality of a sound  Remember our discussion of CD audio  Formally defined as  sampling rate of 44,100 samples/sec  Characteristic of sound not due to  Δ = 1 sample every 2.26x10 -5 seconds amplitude and pitch.  CDs can accurately reproduce sounds with  Also defined frequencies as high as 22,050 Hz.  Quality of tone that distinguishes between musical instruments  Sound shape Sound: Timbre Sound: Summary  Timbre is the perception of the “spectral Physical Perceptual makeup” of a signal. Characteristic Characteristic  Adding non-fundamental frequency to the Amplitude Loudness signal. Frequency Pitch  Another annoying audio applet – Timbre Spectral “shape” Timbre 5

  6. Sound Generation Sound Generation  So how does one generate sound for  When talking about digital (sampled animation? sound)  Easiest means  The process of digitizing is called pulse code modulation (PCM).  Recording / Sampling -- Still the primary means for sound generation in the film industry  PCM == sampled sound  Using sampled sound – Still the primary means  WAV for sound use in games.  AIFF  MP3 (compressed PCM) Sound Generation Sound Generation  Subtractive Synthesis  Additive Synthesis � � f ( t ) A sin( 2 t ) f ( t ) A sin( 2 t ) = � = � � � + � � � + � i i i i i i i 0 i 0 = =  Define values for A i , ω i , and φ i  Start with noise (equal energies at all  Calculate sin and add frequencies)  Alternately, do in the addition in frequency  Subtract contribution of frequencies space. from noise. Sound Generation Sound Generation  Granular Synthesis  Using physically based models  Like particle system  SIGGRAPH 2001 Videos  Combine a multitude of sound “grains” into a sound events  Questions 6

  7. Sound Synchronization Sound Synchronization  Sound driving motion  Sound must be synchronized to the  MIDI motion  Designed as a communication mode between  Methods: sythesizers, samplers, instruments, computers  Sound events  Motion driving sound  Pitch  Defining Sound events  Devices  Deriving timbre from motion  Used by Animusic in creating their videos  Sound driving motion  Example video from Bingo guys. Spatial Sound 3D Sound  Sounds (and listeners) have spatial positions  Making sounds appear as if they are  3D sound emitted from a given position  Making sounds appear as if they are emitted from a accounting for listener position given position accounting for listener position  Head related transfer functions (HRTF)  Reverberation  Filtering of sound based on reflection off of environment  Audio cubes / surround sound  Doppler Effect  Strategic placing of speakers  Change in pitch due to moving objects 3D Sound: HRTF 3D Sound: HRTF  a description of all the physical cues of sound localisation.  Implemented as filters  function of four variables: ie three space coordinates and frequency.  Determined by measurement Anderson/Casey 7

  8. 3D Sound: HRTF 3D Sound: reverberation  Like light, sound can be seen as traveling in 3D environment in rays.  Unlike light, sound travels much slower  Speed of sound:  Speed of light Anderson/Casey 3D Sound: reverberation 3D Sound: reverberation  Examples  Reverberant sound is the collection of all the  From BKL Consultants Ltd. reflected sounds in an (http://www.bkl.ca/page131.htm) enclosed space  No reverb  Acoustics  0.8 sec reverb time  Reverb Time = time  1.5 sec reverb time required for sound to  5.0 sec reverb time decay one millionth of the original power  One more SIGGRAPH video 3D Sound: Doppler effect 3D Sound: Doppler effect  Non-annoying applet break 8

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