摘要
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.
| 源语言 | 英语 |
|---|---|
| 页(从-至) | 49-54 |
| 页数 | 6 |
| 期刊 | Beijing Daxue Xuebao (Ziran Kexue Ban)/Acta Scientiarum Naturalium Universitatis Pekinensis |
| 卷 | 44 |
| 期 | 1 |
| 出版状态 | 已出版 - 1月 2008 |
学术指纹
探究 'Research and implementation of GPGPU accelerated audio mixing algorithm for multi-party collaboration' 的科研主题。它们共同构成独一无二的学术指纹。引用此
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver