1 Department of Computer Science and Engineering, York University, 4700 Keele Street North, Toronto, Ontario, Canada, M3J 1P3;
2 Faculty of Business and Information Technology, University of Ontario Institute of Technology, 2000 Simcoe Street North, Oshawa, Ontario, Canada, L1H 7K4
The generation of spatial audio and audio processing in general using traditional software-based methods and techniques is computationally prohibitive thereby limiting the number of, and type of auditory effects that can be incorporated into applications. In contrast to consumer-grade audio cards, the graphics processing units (GPUs) of video cards have moved away from the traditional ﬁxed-function 3D graphics pipeline towards a ﬂexible general-purpose computational engine that can currently implement many parallel algorithms directly using the graphics hardware resulting in tremen¬dous computational speed-ups. Various spatial audio applications are well suited for GPU-based processing providing developers of virtual environments and games with the possibility of incorporating real-time, spatial audio into their simulations. This paper presents an overview of the research efforts that have utilized the GPU for the implementation of spatial sound for virtual environments and games. Approaches to GPU-based spatial sound are summarized and their advantages and disadvantages are presented
Keywords: Graphics processing unit (GPU), spatial sound, real-time, virtual reality, virtual environment, video games.
open-access license: This is an open access article licensed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/3.0/) which permits unrestricted, non-commercial use, distribution and reproduction in any medium, provided the work is properly cited.
* Address correspondence to this author at the Faculty of Business and Information Technology, University of Ontario Institute of Technology, 2000 Simcoe Street North, Oshawa, Ontario, Canada, L1H 7K4; Email: email@example.com