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Dive into the research topics where Anish Chandak is active.

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Featured researches published by Anish Chandak.


IEEE Transactions on Visualization and Computer Graphics | 2008

AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation

Anish Chandak; Christian Lauterbach; Micah Taylor; Zhimin Ren; Dinesh Manocha

We present an interactive algorithm to compute sound propagation paths for transmission, specular reflection and edge diffraction in complex scenes. Our formulation uses an adaptive frustum representation that is automatically sub-divided to accurately compute intersections with the scene primitives. We describe a simple and fast algorithm to approximate the visible surface for each frustum and generate new frusta based on specular reflection and edge diffraction. Our approach is applicable to all triangulated models and we demonstrate its performance on architectural and outdoor models with tens or hundreds of thousands of triangles and moving objects. In practice, our algorithm can perform geometric sound propagation in complex scenes at 4-20 frames per second on a multi-core PC.


acm multimedia | 2009

RESound: interactive sound rendering for dynamic virtual environments

Micah Taylor; Anish Chandak; Lakulish Antani; Dinesh Manocha

We present an interactive algorithm and system (RESound) for sound propagation and rendering in virtual environments and media applications. RESound uses geometric propagation techniques for fast computation of propagation paths from a source to a listener and takes into account specular reflections, diffuse reflections, and edge diffraction. In order to perform fast path computation, we use a unified ray-based representation to efficiently trace discrete rays as well as volumetric ray-frusta. RESound further improves sound quality by using statistical reverberation estimation techniques. We also present an interactive audio rendering algorithm to generate spatialized audio signals. The overall approach can render sound in dynamic scenes allowing source, listener, and obstacle motion. Moreover, our algorithm is relatively easy to parallelize on multi-core systems. We demonstrate its performance on complex game-like and architectural environments.


IEEE Transactions on Visualization and Computer Graphics | 2007

Interactive sound rendering in complex and dynamic scenes using frustum tracing

Christian Lauterbach; Anish Chandak; Dinesh Manocha

We present a new approach for real-time sound rendering in complex, virtual scenes with dynamic sources and objects. Our approach combines the efficiency of interactive ray tracing with the accuracy of tracing a volumetric representation. We use a four-sided convex frustum and perform clipping and intersection tests using ray packet tracing. A simple and efficient formulation is used to compute secondary frusta and perform hierarchical traversal. We demonstrate the performance of our algorithm in an interactive system for complex environments and architectural models with tens or hundreds of thousands of triangles. Our algorithm can perform real-time simulation and rendering on a high-end PC.


ACM Transactions on Graphics | 2013

Wave-based sound propagation in large open scenes using an equivalent source formulation

Ravish Mehra; Nikunj Raghuvanshi; Lakulish Antani; Anish Chandak; Sean Curtis; Dinesh Manocha

We present a novel approach for wave-based sound propagation suitable for large, open spaces spanning hundreds of meters, with a small memory footprint. The scene is decomposed into disjoint rigid objects. The free-field acoustic behavior of each object is captured by a compact per-object transfer function relating the amplitudes of a set of incoming equivalent sources to outgoing equivalent sources. Pairwise acoustic interactions between objects are computed analytically to yield compact inter-object transfer functions. The global sound field accounting for all orders of interaction is computed using these transfer functions. The runtime system uses fast summation over the outgoing equivalent source amplitudes for all objects to auralize the sound field for a moving listener in real time. We demonstrate realistic acoustic effects such as diffraction, low-passed sound behind obstructions, focusing, scattering, high-order reflections, and echoes on a variety of scenes.


eurographics | 2009

FastV: from-point visibility culling on complex models

Anish Chandak; Lakulish Antani; Micah Taylor; Dinesh Manocha

We present an efficient technique to compute the potentially visible set (PVS) of triangles in a complex 3D scene from a viewpoint. The algorithm computes a conservative PVS at object space accuracy. Our approach traces a high number of small, volumetric frusta and computes blockers for each frustum using simple intersection tests. In practice, the algorithm can compute the PVS of CAD and scanned models composed of millions of triangles at interactive rates on a multi‐core PC. We also use the visibility algorithm to accurately compute the reflection paths from a point sound source. The resulting sound propagation algorithm is 10–20X faster than prior accurate geometric acoustic methods.


IEEE Transactions on Visualization and Computer Graphics | 2012

Guided Multiview Ray Tracing for Fast Auralization

Micah Taylor; Anish Chandak; Qi Mo; Christian Lauterbach; Carl Schissler; Dinesh Manocha

We present a novel method for tuning geometric acoustic simulations based on ray tracing. Our formulation computes sound propagation paths from source to receiver and exploits the independence of visibility tests and validation tests to dynamically guide the simulation to high accuracy and performance. Our method makes no assumptions of scene layout and can account for moving sources, receivers, and geometry. We combine our guidance algorithm with a fast GPU sound propagation system for interactive simulation. Our implementation efficiently computes early specular paths and first order diffraction with a multiview tracing algorithm. We couple our propagation simulation with an audio output system supporting a high order interpolation scheme that accounts for attenuation, cross fading, and delay. The resulting system can render acoustic spaces composed of thousands of triangles interactively.


ACM Transactions on Graphics | 2012

Interactive sound propagation using compact acoustic transfer operators

Lakulish Antani; Anish Chandak; Lauri Savioja; Dinesh Manocha

We present an interactive sound propagation algorithm that can compute high orders of specular and diffuse reflections as well as edge diffractions in response to moving sound sources and a moving listener. Our formulation is based on a precomputed acoustic transfer operator, which we compactly represent using the Karhunen-Loeve transform. At runtime, we use a two-pass approach that combines acoustic radiance transfer with interactive ray tracing to compute early reflections as well as higher-order reflections and late reverberation. The overall approach allows accuracy to be traded off for improved performance at runtime, and has a low memory overhead. We demonstrate the performance of our algorithm on different scenarios, including an integration of our algorithm with Valves Source game engine.


IEEE Transactions on Visualization and Computer Graphics | 2012

Direct-to-Indirect Acoustic Radiance Transfer

Lakulish Antani; Anish Chandak; Micah Taylor; Dinesh Manocha

We present an efficient algorithm for simulating diffuse reflections of sound in a static scene. Our approach is built on recent advances in precomputed light transport techniques for visual rendering and uses them to develop an improved acoustic radiance transfer technique. We precompute a direct-to-indirect acoustic transfer operator for a scene, and use it to map direct sound incident on the surfaces of the scene to multibounce diffuse indirect sound, which is gathered at the listener to compute the final impulse response. Our algorithm decouples the transfer operator from the source position so we can efficiently update the acoustic response at the listener when the source moves. We highlight its performance on various benchmarks and observe significant speedups over prior methods based on acoustic radiance transfer.


Communications of The ACM | 2007

Real-time sound synthesis and propagation for games

Nikunj Raghuvanshi; Christian Lauterbach; Anish Chandak; Dinesh Manocha; Ming C. Lin

Simulating the complete process of sound synthesis and propagation by exploiting aural perception makes the experience of playing games much more realistic and immersive.


Journal of the Acoustical Society of America | 2014

Acoustic pulse propagation in an urban environment using a three-dimensional numerical simulation

Ravish Mehra; Nikunj Raghuvanshi; Anish Chandak; Donald G. Albert; D. Keith Wilson; Dinesh Manocha

Acoustic pulse propagation in outdoor urban environments is a physically complex phenomenon due to the predominance of reflection, diffraction, and scattering. This is especially true in non-line-of-sight cases, where edge diffraction and high-order scattering are major components of acoustic energy transport. Past work by Albert and Liu [J. Acoust. Soc. Am. 127, 1335-1346 (2010)] has shown that many of these effects can be captured using a two-dimensional finite-difference time-domain method, which was compared to the measured data recorded in an army training village. In this paper, a full three-dimensional analysis of acoustic pulse propagation is presented. This analysis is enabled by the adaptive rectangular decomposition method by Raghuvanshi, Narain and Lin [IEEE Trans. Visual. Comput. Graphics 15, 789-801 (2009)], which models sound propagation in the same scene in three dimensions. The simulation is run at a much higher usable bandwidth (nearly 450 Hz) and took only a few minutes on a desktop computer. It is shown that a three-dimensional solution provides better agreement with measured data than two-dimensional modeling, especially in cases where propagation over rooftops is important. In general, the predicted acoustic responses match well with measured results for the source/sensor locations.

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Dinesh Manocha

University of North Carolina at Chapel Hill

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Micah Taylor

University of North Carolina at Chapel Hill

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Lakulish Antani

University of North Carolina at Chapel Hill

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Christian Lauterbach

University of North Carolina at Chapel Hill

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Carl Schissler

University of North Carolina at Chapel Hill

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Qi Mo

University of North Carolina at Chapel Hill

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Ravish Mehra

University of North Carolina at Chapel Hill

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Ming C. Lin

University of North Carolina at Chapel Hill

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Zhimin Ren

University of North Carolina at Chapel Hill

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