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Simple 2D FDTD wave simulation



Results generated with low spatial resolution (low frequency) so wave and subsequent propagation properties, with boundary situations and obstacles (abruptly varied velocity field) are more visible. However, model approximation of higher spatial resolution and field size is severely limited by RAM, and specifically GPU VRAM. Thus, despite the model's ability to sample audio in the field, actual perceptually and physically viable audio samples are still an ongoing research problem. The final aim of the model is to generate usable approximations of impulse responses given user definable space.
update: experimentation with compression techniques, like that from Microsoft Triton, is in progress
A long and highlevel description of the project (if you have the patience to go through long and plain text):
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