Shader-based Physical Modelling for the Design of Massive Digital Musical Instruments
Victor Zappi, Andrew Allen, and Sidney Fels
Proceedings of the International Conference on New Interfaces for Musical Expression
- Year: 2017
- Location: Copenhagen, Denmark
- Pages: 145–150
- DOI: 10.5281/zenodo.1176203 (Link to paper)
- PDF link
Abstract:
Physical modelling is a sophisticated synthesis technique, often used in the design of Digital Musical Instruments (DMIs). Some of the most precise physical simulations of sound propagation are based on Finite-Difference Time-Domain (FDTD) methods, which are stable, highly parameterizable but characterized by an extremely heavy computational load. This drawback hinders the spread of FDTD from the domain of off-line simulations to the one of DMIs. With this paper, we present a novel approach to real-time physical modelling synthesis, which implements a 2D FDTD solver as a shader program running on the GPU directly within the graphics pipeline. The result is a system capable of running fully interactive, massively sized simulation domains, suitable for novel DMI design. With the help of diagrams and code snippets, we provide the implementation details of a first interactive application, a drum head simulator whose source code is available online. Finally, we evaluate the proposed system, showing how this new approach can work as a valuable alternative to classic GPGPU modelling.
Citation:
Victor Zappi, Andrew Allen, and Sidney Fels. 2017. Shader-based Physical Modelling for the Design of Massive Digital Musical Instruments. Proceedings of the International Conference on New Interfaces for Musical Expression. DOI: 10.5281/zenodo.1176203BibTeX Entry:
@inproceedings{vzappi2017, abstract = {Physical modelling is a sophisticated synthesis technique, often used in the design of Digital Musical Instruments (DMIs). Some of the most precise physical simulations of sound propagation are based on Finite-Difference Time-Domain (FDTD) methods, which are stable, highly parameterizable but characterized by an extremely heavy computational load. This drawback hinders the spread of FDTD from the domain of off-line simulations to the one of DMIs. With this paper, we present a novel approach to real-time physical modelling synthesis, which implements a 2D FDTD solver as a shader program running on the GPU directly within the graphics pipeline. The result is a system capable of running fully interactive, massively sized simulation domains, suitable for novel DMI design. With the help of diagrams and code snippets, we provide the implementation details of a first interactive application, a drum head simulator whose source code is available online. Finally, we evaluate the proposed system, showing how this new approach can work as a valuable alternative to classic GPGPU modelling.}, address = {Copenhagen, Denmark}, author = {Victor Zappi and Andrew Allen and Sidney Fels}, booktitle = {Proceedings of the International Conference on New Interfaces for Musical Expression}, doi = {10.5281/zenodo.1176203}, issn = {2220-4806}, pages = {145--150}, publisher = {Aalborg University Copenhagen}, title = {Shader-based Physical Modelling for the Design of Massive Digital Musical Instruments}, url = {http://www.nime.org/proceedings/2017/nime2017_paper0028.pdf}, year = {2017} }