Hey threre Damien, do check out the tutorial on wind as Frank suggests, I think you'll get something from there. Physical modelling of wind, as in building a fluid dymanics model is the sort of thing we usually throw at supercomputers for weather reports and aerodynamic design, synthesising the sound with DSP is more about making the necessary shortcuts using oscillators and filters.
When you talk about the modelling, I think you are talking of the causal linkages between air movement/ wind, movement of objects and turbulence, and the sounds made by those process. You can link all those things correctly and it will be well behaved. Remember things like rain and leaves and rooftops have more to do with the sound of wind than moving air, which makes no sound at all on its own.
Best, Andy
hey,
i'm working at the moment on an computer vision-based augmented tabletop interface to what is shaping up to be a kind of live map of a naturalistic setting.
our aim with this project is to remove any perception of technology from it; we want to give users the feeling that they're some kind of benevolent god-like being perched over a real landscape. using their hands they can interact with this landscape.
the vision part and the rendering are taken care of; it needs sound. i thought what might be neat is for the users' hands to act as giant wind paddles - so as they moved them over the landscape, they'd be able to hear the results of their movement as some kind of vaguely realistic wind noise.
any pointers on where i might start with this? i've been looking at physical modelling but most of the documents out there seem to deal with modelling acoustic instruments rather than natural acoustic phenomena; perhaps physical modelling might be overkill for what will probably end up being basically a series of noise filters..?
-- f r e y live music with computers http://www.frey.co.nz
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