
Acoustic simulations of complex virtual environments typically are created with geometrical-acoustics techniques. Such simulations can be augmented with edge diffraction modeling for improved accuracy, but not without a significant increase in processing time due to the additional propagation paths which must be considered and the computational complexity of the diffraction calculations. However, for a given modeling scenario, the contribution of a diffracted path to the overall impulse response can vary over a large range, suggesting that certain diffracted paths can be ignored, or culled, to reduce processing time with a limited effect on the accuracy of the simulation. In this talk, we first analyze the effects of diffraction culling through a precomputed, amplitude-based ranking scheme. We then describe a simple procedure for identifying and culling insignificant diffraction components during a virtual-acoustic simulation which approximates the performance of the precomputed ranking. Through numerical and subjective analysis, we show that a significant percentage of diffracted paths can be ignored if the retained paths are those which lead to the highest-amplitude diffraction components, although the audible effects of such diffraction culling are dependent on the input signal.
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