Dr.-Ing. Stefan Petrausch


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Digital Sound Synthsis using Physical Modeling

Many sound synthesis methods like sampling, frequency modulation (FM) synthesis, additive and subtractive synthesis model sound. This is good for creating new sounds, but has several disadvantages in reproducing sounds of real acoustic instruments. The most important disadvantage is that the musician does not have the physical based variability he has with real musicalinstruments. Therefore it is difficult to phrase a melody with these methods.

Because of these disadvantages there are various methods for sound synthesis based on physical models that do not model the sound but the sound production mechanism. They all start from from physical models in form of partial differential equations (PDEs). They can be obtained by applying the first principles of physics. But due to the differential operators the resulting PDEs can not be solved analytically.

The simplest approach to solve PDEs in the computer is the finite difference method. It discretizes the PDEs by writing the temporal and spatial derivatives as difference functions. Then the PDEs are replaced by finite difference equations that can easily be implemented in a computer. Drawbacks of this method are stability problems due to the discretization and the high computational complexity.

The most widespread physical modeling method is the digital waveguide method (DWG). It simplifies the more complex PDE to the wave equation that can be solved analytically with the d'Alembert solution. This solution can be efficiently implemented by delay lines. To approximate the terms of the PDE neglected with the d'Alembert solution, transfer functions of low orders are included into the delay lines. The big advantage of the DWG is the low computational complexity, but there are also several disadvantages. One of them is the non-physical based control of the transfer function coefficients.

The method we are working on is based on multidimensional transfer function models. It can solve the various models given by different PDEs exactely. These solutions are then discretized and can be implemented in a computer. This discretization does not cause stability problems and preserves the natural frequencies of the oscillating body. Also the physical parameters can be varied directly with this method and therefore allow an intuitive way of playing.

Current research

As already mentioned, the sound synthesis group in the laboratory focusses on the functional transformation method (FTM) for the realistic and intuitive sound synthesis of musical instruments. Several instruments are yet implemented, mainly string instruments like guitars, pianos and violins, but even two-dimensional models like drums.

For more details on them see:

Recently we are working on the EU shared cost project ALMA (ALgorithms for the Modelling of Acoustic interactions), which tries to combine and unify all sound synthesis methods, especially physical modelling methods, as they are described above. The goal of the project is to develop an elegant, general and unifying strategy for a block-wise design of nonlinear physical and pseudo-physical models in sound synthesis.

Demos

Several sound demos are available:
Electric bass guitar,
Slapped bass guitar,
transformation from a guitar string to a xylophone,
lowest piano note,
polyphonial spinet,
Kettle drum,
Tom high,
Tom low,
metal drum high,
metal drum low

A VST-plugin for real-time sound synthesis of string instruments can be downloaded for free:
VST-Plugin "FTM String"

Two Windows-program for the visualization and sonification of circular and recangular membranes are available:
Wave2D and membsim

Our algorithms are even implemented in professional, commercial sound hardware:
Six-String Plugin from CreamWare



 

Wavefield Simulation

The need for mathematical models of real world objects or processes, so called physical models, increased more and more in the past decade. On the one hand, powerful super computers are available that allow the simulation of high complexity processes (e.g. weather phenomena), and on the other hand cheap end-user computers are available that allow the real time simulation of common physical effects (e.g. for virtual reality or sound synthesis).

In this scope, the Functional Transformation Method (FTM) provides implementable discrete systems for a wide spread class of physical models. Based on a problem specific integral transformation, it solves any linear initial boundary value problem in terms of a Partial Differential Equation (PDE) with suitable initial- and boundary conditions in the frequency domain.

However, due to the frequency domain approach, boundary conditions and the shape of the simulated object have to be defined beforehand. Slight changes in type or form always require a reanalysis of the PDE. A recently introduced method to circumvent this problem is the so called block-based physical modeling. It follows a "divide-and-conquer" approach, where the complete model is splitted in several elementary blocks, which are individually modeled and discretized, while their interaction topology is implemented separately. In doing so it is even possible to use different modeling paradigms for each block. First approaches for the wave equation with finite difference time domain (FDTD) techniques and waveguide modeling are presented in [2005-19]. A more general approach to block-based physical modeling for a wider class of physical models and modeling techniques is presented in [2007-7].

A consequent application of this approach for the wave equation, either in 2 or 3 spatial dimensions, yields an effective method for the simulation of wavefields. The block based approach combines the advantages of the FTM, simulations that are totally free of numerical dispersion, with a flexibility only known by grid-based methods like the FDTD approach or the Finite Element Method (FTM). By splitting complex spatial regions as below into elementary block models it is possible to simulate almost arbitrary geometries. A more detailed discussion of this method and several demonstrative videos are available as additional multimedia contents for the ICASSP 2007 and the AES 119th Convention 2005.

church simulation



 

Scalable Video Streaming for Wireless Video-On-Demand Services

With the introduction of 3rd generation mobile radio systems, like UMTS, multimedia applications can be made available. The architecture of these networks is heterogeneous and data transmission may not be reliable. We present a concept to overcome these problems for a video-on-demand application which we have also implemented as an Internet application as part of the Ericsson project. This implementation allows interactive video streaming from a video server to a client integrated into a web browser.

One key element of our approach is scalable video coding: A video presentation is encoded into a base layer providing basic video quality at low bit rate and one or more enhancement layers. These enhancement layers successively improve the quality of the displayed video when received in addition to the base layer, at the cost of higher bit rate and increased hardware requirements at the client. Scalable video coding schemes hence provide adaptability to different available bandwidths and client capabilities combined with efficient compression. Robustness with respect to packet loss can be gained by a transmission flow control algorithm which is adapted to scalable video coding. We assume that the mobile client indicates loss of data to the server over a feedback channel. Our proposed transmission scheme now protects the more important data in the base layer and lower enhancement layers by transmitting them ahead in time and so allowing for more transmission attempts in case of errors. We show how prefetch time for each layer can determined so that overall video quality is optimized. In a further step we demonstrate that for efficient video transmission from a central video server to a mobile client, a proxy server with buffering and computation ability should be used to connect the core network and the radio channel at the base station. This allows to make optimal use of network capabilities instead of combining the disadvantages of core network and radio link by simply bridging them.

Our practical implementations are augmented by theoretical analysis of the scenario of concatenated channels with optimal coding and flow control.



 
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