Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Propagation of Waves01:07

Propagation of Waves

2.5K
When a wave propagates from one medium to another, part of it may get reflected in the first medium, and part of it may get transmitted to the second medium. In such a case, the interface of the two mediums can be considered as a boundary that is neither fixed nor free.
Consider a scenario where a wave propagates from a string of low linear mass density to a string of high linear mass density. In such a case, the reflected wave is out of phase with respect to the incident wave, however the...
2.5K
Echo01:06

Echo

1.2K
The human ear cannot distinguish between two sources of sound if they happen to reach within a specific time interval, typically 0.1 seconds apart. More than this, and they are perceived as separate sources.
Imagine the sound is reflected back to the ears. Assuming that the source is very close to the human, the difference between hearing the two sounds—the emitted sound and the reflected sound—may be more than the minimum time for perceiving distinct sounds. If this is the case,...
1.2K
Interference: Path Lengths01:10

Interference: Path Lengths

2.5K
Consider two sources of sound, that may or may not be in phase, emitting waves at a single frequency, and consider the frequencies to be the same.
Two special sources may be considered when they are in phase. This can be easily achieved by feeding the two sources from the same source. An example would be synchronizing the two speakers by feeding them with the same source, such as the sound waves produced by a tuning fork. This setup ensures that the two sources have the same frequency and are...
2.5K
Sound Intensity00:58

Sound Intensity

4.1K
The loudness of a sound source is related to how energetically the source is vibrating, consequently making the molecules of the propagation medium vibrate. To measure the loudness of a source, the physical quantity of interest is the intensity. This is defined as the energy emitted per unit of time per unit of area perpendicular to the sound wave's propagation direction. Since the total energy is greater if the source vibrates for a longer duration and over a larger area, dividing the...
4.1K
Sound Waves: Interference00:53

Sound Waves: Interference

4.2K
Sound waves can be modeled either as longitudinal waves, wherein the molecules of the medium oscillate around an equilibrium position, or as pressure waves. When two identical waves from the same source superimpose on each other, the combination of two crests or two troughs results in amplitude reinforcement known as constructive interference. If two identical waves, that are initially in phase, become out of phase because of different path lengths, the combination of crests with troughs...
4.2K
Sound Waves01:01

Sound Waves

9.7K
Sound waves can be thought of as fluctuations in the pressure of a medium through which they propagate. Since the pressure also makes the medium's particles vibrate along its direction of motion, the waves can be modeled as the displacement of the medium's particles from their mean position.
Sound waves are longitudinal in most fluids because fluids cannot sustain any lateral pressure. In solids, however, shear forces help in propagating the disturbance in the lateral direction as well....
9.7K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Deterministic, dynamically reconfigurable single quantum emitters enabled by tip-enhanced nano-optical trapping spectroscopy.

Nature communications·2026
Same author

Expiratory Pulmonary Vascular Retention on Computed Tomography as a Marker of Asthma Severity.

The Journal of allergy and clinical immunology·2026
Same author

SinusNet+: Deep Condition-Label-Free Segmentation of Maxillary Sinus Conditions in CBCT images.

Dento maxillo facial radiology·2026
Same author

Organoids in Cancer Research: Current Applications, Limitations, and Technological Advances.

Journal of chest surgery·2026
Same author

Factors affecting nursing students' perceptions of family-centered care in Korea.

Journal of pediatric nursing·2026
Same author

Development of the Korean Version of the Children's Palliative Care Outcome Scale.

Journal of pain and symptom management·2026
Same journal

Blue Noise Dithering for Reservoir-based Spatio-temporal Importance Resampling.

IEEE transactions on visualization and computer graphics·2026
Same journal

ROS-GS: Relightable Outdoor Scenes With Gaussian Splatting.

IEEE transactions on visualization and computer graphics·2026
Same journal

MesoSplats: Texture Synthesis with Gaussian Splatting.

IEEE transactions on visualization and computer graphics·2026
Same journal

GLLA: A Unified Force-Directed Graph Layout Framework Supporting Local Adjustments.

IEEE transactions on visualization and computer graphics·2026
Same journal

Multi-Perception Crowd: Learning to combine entity and implicit perception for diverse crowd simulation.

IEEE transactions on visualization and computer graphics·2026
Same journal

Hiding in Plain Sight: Camouflaging Real-world Objects.

IEEE transactions on visualization and computer graphics·2026
See all related articles

Related Experiment Video

Updated: May 2, 2026

Continuous-Wave Propagation Channel-Sounding Measurement System - Testing, Verification, and Measurements
09:36

Continuous-Wave Propagation Channel-Sounding Measurement System - Testing, Verification, and Measurements

Published on: June 25, 2021

2.7K

Source and listener directivity for interactive wave-based sound propagation.

Ravish Mehra1, Lakulish Antani1, Sujeong Kim1

  • 1UNC Chapel Hill.

IEEE Transactions on Visualization and Computer Graphics
|March 22, 2014
PubMed
Summary
This summary is machine-generated.

This study introduces dynamic sound directivity modeling for virtual environments. It enables realistic audio effects like spatial sound and localization in games using wave-based propagation.

More Related Videos

Microparticle Manipulation by Standing Surface Acoustic Waves with Dual-frequency Excitations
06:51

Microparticle Manipulation by Standing Surface Acoustic Waves with Dual-frequency Excitations

Published on: August 21, 2018

6.4K
Sound Source Localization Testing in Single-sided Deafness Following Bone Conduction Intervention
04:32

Sound Source Localization Testing in Single-sided Deafness Following Bone Conduction Intervention

Published on: December 20, 2024

1.0K

Related Experiment Videos

Last Updated: May 2, 2026

Continuous-Wave Propagation Channel-Sounding Measurement System - Testing, Verification, and Measurements
09:36

Continuous-Wave Propagation Channel-Sounding Measurement System - Testing, Verification, and Measurements

Published on: June 25, 2021

2.7K
Microparticle Manipulation by Standing Surface Acoustic Waves with Dual-frequency Excitations
06:51

Microparticle Manipulation by Standing Surface Acoustic Waves with Dual-frequency Excitations

Published on: August 21, 2018

6.4K
Sound Source Localization Testing in Single-sided Deafness Following Bone Conduction Intervention
04:32

Sound Source Localization Testing in Single-sided Deafness Following Bone Conduction Intervention

Published on: December 20, 2024

1.0K

Area of Science:

  • Computer Graphics
  • Acoustics
  • Virtual Environments

Background:

  • Modeling dynamic sound directivity is crucial for realistic virtual environments.
  • Existing methods often struggle with real-time, data-driven directivity for both sources and listeners.

Purpose of the Study:

  • To develop a novel approach for modeling dynamic, data-driven source and listener directivity in wave-based sound propagation.
  • To enable interactive and realistic acoustic effects in virtual environments and computer games.

Main Methods:

  • Representing directional sources as a linear combination of spherical harmonic (SH) sources.
  • Precomputing and encoding SH source sound fields for runtime decomposition and summation.
  • Utilizing a plane-wave decomposition with higher-order derivatives for dynamic Head-Related Transfer Function (HRTF)-based listener directivity.

Main Results:

  • Successfully integrated the system into Valve's Source game engine.
  • Demonstrated realistic acoustic effects including sound amplification, diffraction, scattering, localization, externalization, and spatial sound.
  • Achieved wave-based propagation of directional sources and listeners in complex scenarios.

Conclusions:

  • The proposed framework provides a generic solution for incorporating dynamic source and listener directivity into wave-based sound propagation algorithms.
  • The system enhances the realism and immersion of audio in interactive virtual environments and games.
  • Preliminary user study results indicate the effectiveness of the implemented acoustic effects.