A copy of this work was available on the public web and has been preserved in the Wayback Machine. The capture dates from 2013; you can also visit the original URL.
The file type is
Interactive applications such as computer games, are inherently audio visual, requiring high-quality rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics engines. In this paper, we first present an optimization allowing efficient usage of impact sounds in a unified audio rendering pipeline, also including prerecorded sounds. We also exploit a recent result on audio-visual crossmodal perceptiondoi:10.1145/1507149.1507178 dblp:conf/si3d/GrelaudBWAD09 fatcat:irv4gxljtnbwdcrfa3op5jx22i