[paper reading] 1992 Sound rendering

1992年SIGGRAPH上发表的《SoundRendering》奠定了图形学中声音渲染的基础。文章提出soundrendering概念,分析声光差异,给出声音合成框架,强调基于物理声音建模。研究分三阶段:初态声音合成、声音实例化及声音传播。

《Sound Rendering》这篇论文发表在1992年SIGGRAPH上,感觉是图形学中声音渲染的奠基性工作。

文章提出了一种用于动画同步音轨合成的通用方法。总结几点如下:

  • 提出了sound rendering 的概念:The process of forming the composite soundtrack from component sound objects.
  • 分析了sound 和light 的区别。主要由于propagation speed 和 wavelength 不同而导致的延迟的明显度不同,声波会有明显的回声,混响等现象。
  • 给出了声音合成框架,下图所示
  • 后续二十几年的文章几乎都可以套进这个框架中。其中prototype sound我认为可以翻译为初态声音,文章中也提到可以合成,也可以采用用户提供的录音样本。后续的基于物理声学模型,基于模态合成或者数据驱动的声音合成方法,感觉本质上都是在改变初态声音的合成方式。
  • sound event script 是用来产生与动画运动同步的声音这篇文章把这个过程称为sound instantiation,或许可以翻译为声音实例化,即把初态声音调整为和动画中的某个物体对应关系。
  • 后半部分sound rendering 更像是目前的声音传播工作,更多是侧重声线与整个动画环境的交互(反射,衍射等现象)。
  • 在这篇文章中,作者将动画中的运动其实分为了三类:keyframing,behavioral 和 physically-based。不过后续的研究,包括作者在总结中也写到,要侧重于研究更严格的基于物理声音建模。

读完感觉挺奇妙的,原来在图形学领域,最开始的研究思路也是提出一个统一的框架来合成不同类别的声音,只不过从2001年开始研究者就开始侧重于某一类特定的声音类别,大多是一篇文章主攻一种声音。

或许,分久必合。

 

数据集基本信息: <class 'pandas.core.frame.DataFrame'> RangeIndex: 3599999 entries, 0 to 3599998 Data columns (total 3 columns): # Column Dtype --- ------ ----- 0 2 int64 1 Stuning even for the non-gamer object 2 This sound track was beautiful! It paints the senery in your mind so well I would recomend it even to people who hate vid. game music! I have played the game Chrono Cross but out of all of the games I have ever played it has the best music! It backs away from crude keyboarding and takes a fresher step with grate guitars and soulful orchestras. It would impress anyone who cares to listen! ^_^ object dtypes: int64(1), object(2) memory usage: 82.4+ MB 数据前几行内容信息: 2 Stuning even for the non-gamer This sound track was beautiful! It paints the senery in your mind so well I would recomend it even to people who hate vid. game music! I have played the game Chrono Cross but out of all of the games I have ever played it has the best music! It backs away from crude keyboarding and takes a fresher step with grate guitars and soulful orchestras. It would impress anyone who cares to listen! ^_^ 0 2 The best soundtrack ever to anything. I'm reading a lot of reviews saying that this is the best 'game soundtrack' and I figured that I'd write a review to disagree a bit. This in my opinino is Yasunori Mitsuda's ultimate masterpiece. The music is timeless and I'm been listening to it for years now and its beauty simply refuses to fade.The price tag on this is pretty staggering I must say, but if you are going to buy any cd for this much money, this is the only one that I feel would be worth every penny. 1 2 Amazing! "This soundtrack is my favorite music of all time, hands down. The intense sadness of ""Prisoners of Fate"" (which means all the more if you've played the game) and the hope in ""A Distant Promise"" and ""Girl who Stole the Star"" have been an important inspiration to me personally throughout my teen years. The higher energy tracks like ""Chrono Cross ~ Time's Scar~"", ""Time of the Dreamwatch"", and ""Chronomantique"" (indefinably remeniscent of Chrono Trigger) are all absolutely superb as well.This soundtrack is amazing music, probably the best of this composer's work (I haven't heard the Xenogears soundtrack, so I can't say for sure), and even if you've never played the game, it would be worth twice the price to buy it.I wish I could give it 6 stars." 2 2 Excellent Soundtrack I truly like this soundtrack and I enjoy video game music. I have played this game and most of the music on here I enjoy and it's truly relaxing and peaceful.On disk one. my favorites are Scars Of Time, Between Life and Death, Forest Of Illusion, Fortress of Ancient Dragons, Lost Fragment, and Drowned Valley.Disk Two: The Draggons, Galdorb - Home, Chronomantique, Prisoners of Fate, Gale, and my girlfriend likes ZelbessDisk Three: The best of the three. Garden Of God, Chronopolis, Fates, Jellyfish sea, Burning Orphange, Dragon's Prayer, Tower Of Stars, Dragon God, and Radical Dreamers - Unstealable Jewel.Overall, this is a excellent soundtrack and should be brought by those that like video game music.Xander Cross 3 2 Remember, Pull Your Jaw Off The Floor After Hearing it If you've played the game, you know how divine the music is! Every single song tells a story of the game, it's that good! The greatest songs are without a doubt, Chrono Cross: Time's Scar, Magical Dreamers: The Wind, The Stars, and the Sea and Radical Dreamers: Unstolen Jewel. (Translation varies) This music is perfect if you ask me, the best it can be. Yasunori Mitsuda just poured his heart on and wrote it down on paper. 4 2 an absolute masterpiece I am quite sure any of you actually taking the time to read this have played the game at least once, and heard at least a few of the tracks here. And whether you were aware of it or not, Mitsuda's music contributed greatly to the mood of every single minute of the whole game.Composed of 3 CDs and quite a few songs (I haven't an exact count), all of which are heart-rendering and impressively remarkable, this soundtrack is one I assure you you will not forget. It has everything for every listener -- from fast-paced and energetic (Dancing the Tokage or Termina Home), to slower and more haunting (Dragon God), to purely beautifully composed (Time's Scar), to even some fantastic vocals (Radical Dreamers).This is one of the best videogame soundtracks out there, and surely Mitsuda's best ever. ^_^
11-19
内容概要:本文详细介绍了“秒杀商城”微服务架构的设计与实战全过程,涵盖系统从需求分析、服务拆分、技术选型到核心功能开发、分布式事务处理、容器化部署及监控链路追踪的完整流程。重点解决了高并发场景下的超卖问题,采用Redis预减库存、消息队列削峰、数据库乐观锁等手段保障数据一致性,并通过Nacos实现服务注册发现与配置管理,利用Seata处理跨服务分布式事务,结合RabbitMQ实现异步下单,提升系统吞吐能力。同时,项目支持Docker Compose快速部署和Kubernetes生产级编排,集成Sleuth+Zipkin链路追踪与Prometheus+Grafana监控体系,构建可观测性强的微服务系统。; 适合人群:具备Java基础和Spring Boot开发经验,熟悉微服务基本概念的中高级研发人员,尤其是希望深入理解高并发系统设计、分布式事务、服务治理等核心技术的开发者;适合工作2-5年、有志于转型微服务或提升架构能力的工程师; 使用场景及目标:①学习如何基于Spring Cloud Alibaba构建完整的微服务项目;②掌握秒杀场景下高并发、超卖控制、异步化、削峰填谷等关键技术方案;③实践分布式事务(Seata)、服务熔断降级、链路追踪、统一配置中心等企业级中间件的应用;④完成从本地开发到容器化部署的全流程落地; 阅读建议:建议按照文档提供的七个阶段循序渐进地动手实践,重点关注秒杀流程设计、服务间通信机制、分布式事务实现和系统性能优化部分,结合代码调试与监控工具深入理解各组件协作原理,真正掌握高并发微服务系统的构建能力。
### 渲染技术原理与方法 渲染技术(Rendering)是计算机图形学中的核心部分,其主要目的是将几何数据和材质属性转换为最终的二维图像。在Flutter框架中,渲染层(Rendering Layer)通过一系列复杂的逻辑实现了布局计算、绘制操作以及优化性能的功能[^1]。以下是关于渲染技术原理及方法的详细说明: #### 1. 渲染对象的基本结构 在Flutter中,渲染对象的核心类是`RenderObject`,它是所有渲染对象的基类。每个渲染对象都继承自`RenderObject`,并通过重写关键方法来实现具体的布局和绘制逻辑。例如,`RenderBox`是一个典型的子类,它提供了矩形区域的布局和绘制功能。 ```python class RenderBox extends RenderObject { RenderBox({ RenderBox? child }) { this.child = child; } @override void performLayout() { // 布局计算逻辑 } @override void paint(PaintingContext context, Offset offset) { // 绘制逻辑 } } ``` - **performLayout** 方法负责计算子对象的位置和大小。 - **paint** 方法则定义了如何将渲染对象绘制到屏幕上。 #### 2. 移动端渲染的Tile-Based Rendering 移动端渲染通常采用Tile-Based Rendering(TBR)技术,这是一种高效的渲染策略,旨在减少GPU对外部内存的访问量,从而节省内存带宽[^2]。 TBR的主要工作流程分为两个阶段: - **第一阶段:几何处理** 在这一阶段,GPU会遍历所有的几何体,并生成一个特定于当前Tile的Primitive列表。此列表记录了哪些几何体属于当前Tile范围内的内容。 - **第二阶段:光栅化与片段着色** 在完成几何处理后,GPU会对每个Tile进行独立的光栅化和片段着色操作。这种分块处理的方式可以显著降低内存访问次数,因为每个Tile的数据都可以完全存储在片上缓存中。 #### 3. 光栅化与片段处理 光栅化是将几何数据(如三角形、线段等)转换为像素的过程。在这个过程中,GPU会确定哪些像素被几何体覆盖,并计算这些像素的颜色值。随后,片段着色器会对每个像素应用材质、光照等效果,最终生成屏幕上的图像[^2]。 #### 4. 性能优化策略 为了提升渲染性能,现代渲染引擎通常采用以下几种优化手段: - **层级裁剪**:只渲染可见的UI组件,避免不必要的绘制操作。 - **合并绘制调用**:将多个小的绘制操作合并为一次大的调用,以减少开销。 - **缓存机制**:对于静态内容(如背景图片),使用缓存来避免重复计算。 #### 5. Flutter中的渲染优化 Flutter通过其独特的渲染架构实现了高性能的UI渲染。例如,它使用了Layer Tree来管理绘制内容,并通过Dirty Flag机制来标记需要重新绘制的部分,从而减少无效的绘制操作[^1]。 --- ###
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值