Acoustics: approximate diffraction via first-bounce visibility (sound around corners and through doorways) #858
Labels
No labels
amd
avatars
bug
builder
cannot-reproduce
crash
epic
feature
from-viewer
gl-removal
known-limitation
monitoring
parity
perf
platform
priority
critical
priority
high
priority
low
priority
medium
provenance
rendering
rt
status
in-progress
status
testing
status
up-next
triage
ui
upstream
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
sky_line/Slipstream#858
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Follow-up to #683 (RT room acoustics).
Today: occlusion is a single listener-to-source ray, so a source is either blocked (muffled) or clear. A sound through an open doorway or around a corner gets fully muffled, and its direction is the straight line through the wall.
Proposal: reuse the listener's room rays.
Notes:
Done when: a sound behind an open door or around a corner is clearly less muffled than one behind a solid wall, and pans towards the opening, at under ~0.05 ms extra GPU on an RTX 3060-class card.
Fixed in 1.4.1 (
1a0f5c8298). Reopen if you still see it.