Data-driven and physics-inspired sound synthesis of ocean waves incorporating screened foam particles and projective space
摘要
This paper proposes a data-driven approach to efficiently synthesize the spatial sound of ocean waves by integrating 2D projective space and screened foam particles. To reduce computational complexity, we present a framework that synthesizes ocean wave sounds by using screened foam particles to reduce the dimensionality of the computation domain. The technical contributions of this paper are as follows: (1) a method for stable clustering and continuously updating the labeling of screened foam particles in 2D projective space, (2) an anisotropic sound intensity attenuation technique that accounts for the distance and angular relationship between the audience and the sound source, (3) sound intensity control utilizing the relationships between density and temperature and between temperature and the speed of sound, (4) sound modulation based on the screened density of foam particles, and (5) a sound attenuation technique considering time-delay effects. The proposed method enables rapid sound synthesis, making it suitable for various real-time applications, such as games and metaverse environments, where computational efficiency and perceptually plausible audiovisual coherence are essential. It should be noted that the proposed framework does not aim to physically reproduce real-world three-dimensional ocean bubble acoustics, but rather to provide a foam-dynamics-driven approximation applicable to large-scale virtual ocean scenarios. Additionally, since the synthesis of ocean wave sounds relies solely on screened foam particles rather than full 3D fluid dynamics calculations, it requires relatively low memory and computational resources, making it computationally efficient for integration into real-time virtual ocean rendering and interactive simulation systems.