论文标题
用于实时的多个设备声纳模拟的栅格化射线跟踪管道
A rasterized ray-tracer pipeline for real-time, multi-device sonar simulation
论文作者
论文摘要
模拟声纳设备需要对复杂的水下声学进行建模,同时渲染时间效率的数据。现有方法着重于一种声纳类型的基本实现,其中大多数声音属性被忽略了。在这种情况下,这项工作提出了一个多设备的声纳模拟器,能够通过GPU上的混合管道来处理水下场景:栅格化计算主要的相互作用,而只有反射区域是射线跟踪的。与完全基于射线追踪的方法相比,我们提出的系统发射很少的射线,在最终渲染中实现了显着的性能增长而没有质量损失。然后将结果反射表征为两个声纳参数:回声强度和脉冲距离。在最终生成的声学图像中还计算了水下声学特征,例如斑点噪声,传输损失,混响和可观察到的物体的材料特性。视觉和数值性能评估证明了所提出的模拟器与现实的声纳设备相比,呈现水下场景的有效性。
Simulating sonar devices requires modeling complex underwater acoustics, simultaneously rendering time-efficient data. Existing methods focus on basic implementation of one sonar type, where most of sound properties are disregarded. In this context, this work presents a multi-device sonar simulator capable of processing an underwater scene by a hybrid pipeline on GPU: Rasterization computes the primary intersections, while only the reflective areas are ray-traced. Our proposed system launches few rays when compared to a full ray-tracing based method, achieving a significant performance gain without quality loss in the final rendering. Resulting reflections are then characterized as two sonar parameters: Echo intensity and pulse distance. Underwater acoustic features, such as speckle noise, transmission loss, reverberation and material properties of observable objects are also computed in the final generated acoustic image. Visual and numerical performance assessments demonstrated the effectiveness of the proposed simulator to render underwater scenes in comparison to real-world sonar devices.