Download Fourth-Order and Optimised Finite Difference Schemes for the 2-D Wave Equation
This paper investigates some fourth-order accurate explicit finite difference schemes for the 2-D wave equation obtained using 13-, 17-, 21-, and 25-point discrete Laplacians. Optimisation is conducted in order to minimise numerical dispersion and computational costs. New schemes are presented that are more computationally efficient than nine-point explicit schemes at maintaining less than one percent wave speed error up to some critical frequency. Simulation results are presented.
Download Room Acoustics Modelling using Gpu-Accelerated Finite Difference and Finite Volume Methods On a Face-Centered Cubic Grid
In this paper, a room acoustics simulation using a finite difference approximation on a face-centered cubic (FCC) grid with finite volume impedance boundary conditions is presented. The finite difference scheme is accelerated on an Nvidia Tesla K20 graphics processing unit (GPU) using the CUDA programming language. A performance comparison is made between 27-point finite difference schemes on a cubic grid and the 13-point scheme on the FCC grid. It is shown that the FCC scheme runs faster on the Tesla K20 GPU and has less numerical dispersion than best 27-point schemes on the cubic grid. Implementation details are discussed.
Download Finite Difference Schemes on Hexagonal Grids for Thin Linear Plates with Finite Volume Boundaries
The thin plate is a key structure in various musical instruments, including many percussion instruments and the soundboard of the piano, and also is the mechanism underlying electromechanical plate reverberation. As such, it is a suitable candidate for physical modelling approaches to audio effects and sound synthesis, such as finite difference methods—though great attention must be paid to the problem of numerical dispersion, in the interest of reducing perceptual artefacts. In this paper, we present two finite difference schemes on hexagonal grids for such a thin plate system. Numerical dispersion and computational costs are analysed and compared to the standard 13-point Cartesian scheme. An equivalent finite volume scheme can be related to the 13-point Cartesian scheme and a 19-point hexagonal scheme, allowing for fitted boundary conditions of the clamped type. Theoretical modes for a clamped circular plate are compared to simulations. It is shown that better agreement is obtained for the hexagonal scheme than the Cartesian scheme.
Download Revisiting Implicit Finite Difference Schemes for Three-Dimensional Room Acoustics Simulations on GPU
Implicit finite difference schemes for the 3-D wave equation using a 27-point stencil on the cubic grid are presented, for use in room acoustics modelling and artificial reverberation. The system of equations that arises from the implicit formulation is solved using the Jacobi iterative method. Numerical dispersion is analysed and computational efficiency is compared to second-order accurate 27-point explicit schemes. Timing results from GPU implementations demonstrate that the proposed algorithms scale over their explicit counterparts as expected: by a factor of M + 2, where M is a fixed number of Jacobi iterations (eight can be sufficient in single precision). Thus, the accuracy of the approximation can be improved over explicit counterparts with only a linear increase in computational costs, rather than the quartic (in operations) and cubic (in memory) increases incurred when oversampling the grid. These implicit schemes are advantageous in situations where less than 1% dispersion error is desired.
Download An Energy Conserving Finite Difference Scheme for the Simulation of Collisions in Snare Drums
In this paper, a physics-based model for a snare drum will be discussed, along with its finite difference simulation. The interactions between a mallet and the membrane and between the snares and the membrane will be described as perfectly elastic collisions. A novel numerical scheme for the implementation of collisions will be presented, which allows a complete energy analysis for the whole system. Viscothermal losses will be added to the equation for the 3D wave propagation. Results from simulations and sound examples will be presented.
Download Finite Volume Perspectives on Finite Difference Schemes and Boundary Formulations for Wave Simulation
Time-domain finite difference (FD) and digital waveguide mesh (DWM) methods have seen extensive exploration as techniques for physical modelling sound synthesis and artificial reverberation. Various formulations of these methods have been unified under the FD framework, but many discrete boundary models important in room acoustics applications have not been. In this paper, the finite volume (FV) framework is used to unify various FD and DWM topologies, as well as associated boundary models. Additional geometric insights on existing stability conditions provide guidance into the FV meshing pre-processing step necessary for the acoustic modelling of irregular and realistic room geometries. DWM “1-D” boundary terminations are shown, through an equivalent FV formulation, to have a consistent multidimensional interpretation that is approximated to second-order accuracy, however the geometry and wall admittances being approximated may vary from what is desired. It is also shown that certain re-entrant corner configurations can lead to instabilities and an alternative stable update is provided for one problematic configuration.
Download Large stencil operations for GPU-based 3-D acoustics simulations
Stencil operations are often a key component when performing acoustics simulations, for which the specific choice of implementation can have a significant effect on both accuracy and computational performance. This paper presents a detailed investigation of computational performance for GPU-based stencil operations in two-step finite difference schemes, using stencils of varying shape and size (ranging from seven to more than 450 points in size). Using an Nvidia K20 GPU, it is found that as the stencil size increases, compute times increase less than that naively expected by considering only the number of computational operations involved, because performance is instead determined by data transfer times throughout the GPU memory architecture. With regards to the effects of stencil shape, performance obtained with stencils that are compact in space is mainly due to efficient use of the read-only data (texture) cache on the K20, and performance obtained with standard high-order stencils is due to increased memory bandwidth usage, compensating for lower cache hit rates. Also in this study, a brief comparison is made with performance results from a related, recent study that used a shared memory approach on a GTX 670 GPU device. It is found that by making efficient use of a GTX 660Ti GPU—whose computational performance is generally lower than that of a GTX 670—similar or better performance to those results can be achieved without the use of shared memory.
Download Air Absorption Filtering Method Based on Approximate Green's Function for Stokes' Equation
Air absorption effects lead to significant attenuation in high frequencies over long distances and this is critical to model in wide-band virtual acoustic simulations. Air absorption is commonly modelled using filter banks applied to an impulse response or to individual impulse events (rays or image sources) arriving at a receiver. Such filter banks require non-trivial fitting to air absorption attenuation curves, as a function of time or distance, in the case of IIR approximations, or may suffer from overlap-add artefacts in the case of FIR approximations. In this study, a filter method is presented which avoids the aforementioned issues. The proposed approach relies on a time-varying diffusion kernel that is found in an approximate Green’s function solution to Stokes’ equation in free space. This kernel acts as a low-pass filter that is parametrised by physical constants, and can be applied to an impulse response using time-varying convolution. Numerical examples are presented demonstrating the utility of this approach for adding air absorption effects to room impulse responses simulated using geometrical acoustics or wave-based methods.