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Procedurally-Generated Audio for Soft-Body Animations

Published: 12 September 2018 Publication History

Abstract

Procedurally-generated audio is an important method for the automatic synthesis of realistic sounds for computer animations and virtual environments. While synthesis techniques for rigid bodies have been well studied, few publications have tackled the challenges of synthesizing sounds for soft bodies. In this paper, we propose a data-driven synthesis approach to simultaneously generate audio based on certain given soft-body animations. Our method uses granular synthesis to extract a database of sound from real-world recordings and then retarget these grains of sounds based on the motion of any input animations. We demonstrate the effectiveness of this method on a variety of soft-body animations including a basketball bouncing, apple slicing, hand clapping and a jelly simulation.

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AM '18: Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion
September 2018
252 pages
ISBN:9781450366090
DOI:10.1145/3243274
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 12 September 2018

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Author Tags

  1. Data-driven methods
  2. Granular synthesis
  3. Soft-body animation
  4. Sound synthesis

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AM'18
AM'18: Sound in Immersion and Emotion
September 12 - 14, 2018
Wrexham, United Kingdom

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Overall Acceptance Rate 177 of 275 submissions, 64%

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