Physis
Modeling, Transformation, and Synthesis of Sounds for Interactive Virtual Worlds
Physis is an industrial research project centered on modeling, transforming, and a synthesizing diegetical sounds for interactive virtual worlds (video games, simulators, serious games) and for augmented reality.
By diegetical sounds, we mean sounds created by identifiable objects in a virtual scene such as sounds made by weapons, liquids, fire, water, or fabrics, and their possible interactions including physical impacts, rubbing, sliding, and rolling.
Physis considers the production of interactive sound contents in its entirety and in a systematic manner. It covers all the steps necessary to meet the challenge: from fundamental research essential for the proper modeling of sound phenomena, to the production of portable code for game consoles or specific material. Physis also anticipates the creation of tools for sound designers, for the analysis and transformation of sound files, the creation of high-level semantic and physical controls as well as their implementation in an interactive situation.
The major findings of this project will lead to:
- Significant advances in modeling acoustic properties of sounds in a target corpus
- Synthesis models and new strategies intended for the creation and transformation of sounds interactively with semantic and/or physical controls
- Technological demonstrators that showcase these innovations.
The recent surfacing of complex video games and virtual universes like "Second Life" have made apparent the limits of existing sound engines that use pre-recorded sounds with an image that is computed in real-time. Moreover, while the use of physical models enables a more realistic, more complex, and more varied graphical behavior, they have only a slight impact on the sound behaviors based on pre-recorded files. The improvements of computer materials has enabled a precise simulation of the audio and acoustic properties of everyday noises based on physical parameters.
In additon, new interfaces now included in smartphones, tablets, and video game consoles are changing the way we access digital information. These systems are underused from a sound point of view for the reason that reading pre-recorded sounds prevents correct interaction with this type of interface. Audio synthesis in real-time is perfectly adapted to these new interfaces and to the uses they imply. In conclusion, PHYSIS makes it possible to create a solid scientific and technological foundation that replies to these new needs.
Project Details
Program
ANR
Program Type
Contents and Interaction
Start Date
April 1, 2012
End Date
April 30, 2015
Statut
Execution
Participants
Coordinator
Partners
AudioGaming
Game Audio Factory
IRCAM, FR (Institut de Recherche et Coordination Acoustique/Musique)
LMA Marseille-CNRS, FR





























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