Abstract
A GPGPU accelerated audio mixing algorithm for multi-party collaboration namely GAM is introduced. The mixing is performed by pixel shader. To minimize time used while buffer switching, traditional mixing algorithm was rearranged to a two-pass rendering. By vertex shader, the projection of 3-D model was moved between the passes. So multiple functions resulting different sized output set were performed on one render buffer without multiple shader executions on one pixel. The audio units to be mixed were inputted in one texture to remedy the issue that the I/O bandwidth of GPGPU was not match to the computational capacity of GPGPU. The experimental result shows that the GAM algorithm achieves high performance contrasting to CPU-based algorithms on mainstream hardware.
| Original language | English |
|---|---|
| Pages (from-to) | 49-54 |
| Number of pages | 6 |
| Journal | Beijing Daxue Xuebao (Ziran Kexue Ban)/Acta Scientiarum Naturalium Universitatis Pekinensis |
| Volume | 44 |
| Issue number | 1 |
| State | Published - Jan 2008 |
Keywords
- Audio mixing
- GPGPU
- Parallel algorithm
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