One Microsoft Way,
Redmond, WA 98052, USA
I like working on projects combining physics and computers. During my undergraduate studies at IIT Kanpur, India, I worked on ray-tracing for photo-realistic light simulation. As a graduate student at UNC Chapel Hill, I got interested in sound -- creating immersive audio cues consistent with visuals for 3D scenes, like the sound of a bouncing and rolling cylinder, or the smooth shadowing of sound around a door. This led me to initiate sound simulation as a new research direction in the UNC GAMMA group where I investigated real-time sound synthesis techniques, invented a novel fast wave solver suited to large 3D scenes, and introduced the first wave-based technique for real-time sound propagation, using precomputed direct simulations of the fundamental wave equation. Applications range from acoustic prediction for architectural design to immersive computer games.
During my PhD research, the source code was licensed by Microsoft, enabling further work within MSR. This resulted in sound synthesis technology that shipped in Microsoft Studios' game Crackdown 2, allowing a single input sound clip (eg., a footstep) to generate virtually unlimited variations on the fly. The game has sold over a million copies worldwide. I have now been leading research projects in sound simulation for nearly a decade. I am currently working on including wave-based sound propagation modeling in future games, using a novel parametric approach with low memory overhead and fast acoustic filtering. I am also pursuing research projects for improved sound simulation in future augmented/virtual reality experiences.
(Full publication list is at the bottom)
Parametric Wave Field Coding for Precomputed Sound
Nikunj Raghuvanshi and John Snyder
ACM Transactions on Graphics (SIGGRAPH), 33(4), July 2014.
[Paper] [PPT, Videos embedded (385MB)] [Video (208MB)]
Selected for the Siggraph technical papers trailer: we processed the narrator's voice through our real-time system. Audio engineering credits.
Sound Synthesis for Impact Sounds in Video Games
Brandon Lloyd, Nikunj Raghuvanshi, Naga K. Govindaraju
ACM Symposium on Interactive 3D Graphics and Games (I3D), 2011
[Paper] [Video hires (107MB)] [Video lowres (16MB)]
This technology was shipped in the Xbox title Crackdown 2. In collaboration with Guy Whitmore and Kristofor Mellroth at Microsoft Game Studios.
Precomputed Wave Simulation for Real-Time Sound
Propagation of Dynamic Sources in Complex Scenes
Nikunj Raghuvanshi, John Snyder, Ravish Mehra, Ming C. Lin, and Naga K. Govindaraju
ACM Transactions on Graphics (SIGGRAPH), 29(3), July 2010.
[Paper] [Supplement] [video (DivX, 261MB)]
[PPT (slides only, 12MB)] [PPT+videos (ZIP, 550MB)]
Brett Jones, Rajinder Sodhi, Michael Murdock, Ravish Mehra, Hrvoje Benko, Andrew Wilson, Eyal Ofek, Blair MacIntyre, Nikunj Raghuvanshi, Lior Shapira, “RoomAlive: Magical Experiences Enabled by Scalable, Adaptive Projector-Camera Units,” ACM Symposium on User Interface Software and Technology (UIST), 2014.
Ravish Mehra, Nikunj Raghuvanshi, Anish Chandak, Donald Albert, Keith Wilson, Dinesh Manocha, “Acoustic pulse propagation in an urban environment using a three-dimensional numerical simulation,” The Journal of the Acoustical Society of America, 2014.
Nikunj Raghuvanshi, John Snyder, “Parametric Wave Field Coding for Precomputed Sound Propagation,” ACM Transactions on Graphics (SIGGRAPH), 2014.
Ravish Mehra, Nikunj Raghuvanshi, Lakulish Antani, Anish Chandak, Sean Curtis, Dinesh Manocha, “Wave-Based Sound Propagation in Large Open Scenes using an Equivalent Source Formulation,” ACM Transactions on Graphics, 2013.
Ravish Mehra, Nikunj Raghuvanshi, Lauri Savioja, Ming Lin, Dinesh Manocha, “An Efficient GPU-based Time Domain Solver for the Acoustic Wave Equation,” Journal of Applied Acoustics (Elsevier), 2012.
D. Brandon Lloyd, Nikunj Raghuvanshi, and Naga K. Govindaraju, “Sound synthesis for impact sounds in video games,” ACM Symposium on Interactive 3D Graphics and Games (I3D), 2011.
Nikunj Raghuvanshi, John Synder, Ravish Mehra, Ming C. Lin, and Naga K. Govindaraju, “Precomputed Wave Simulation for Real-Time Sound Propagation of Dynamic Sources in Complex Scenes,” ACM Transactions on Graphics (SIGGRAPH), 2010.
Nikunj Raghuvanshi, Brandon Lloyd, Naga K. Govindaraju, and Ming C. Lin, “Efficient Numerical Acoustic Simulation on Graphics Processors using Adaptive Rectangular Decomposition,” European Acoustics Association Symposium on Auralization, 2009.
Nikunj Raghuvanshi, Rahul Narain and Ming C. Lin, “Efficient and Accurate Sound Propagation using Adaptive Rectangular Decomposition,” IEEE Transactions on Visualization and Computer Graphics (TVCG), 2009.
Nikunj Raghuvanshi, Nico Galoppo and Ming C. Lin, “Accelerated Wave-based Acoustics Simulation,” ACM Solid and Physical Modeling Symposium, 2008.
Nikunj Raghuvanshi, Christian Lauterbach, Anish Chandak, Dinesh Manocha, and Ming C. Lin, “Real-Time Sound Synthesis & Propagation for Games,” Communications of the ACM, 2007.
Nikunj Raghuvanshi and Ming C. Lin, “Physically Based Sound Synthesis for Large-Scale Virtual Environments,” IEEE Computer Graphics and Applications, 2007.
Nikunj Raghuvanshi and Ming C. Lin, “Interactive Sound Synthesis for Large Scale Environments,” ACM Symposium on Interactive 3D Graphics and Games (I3D), 2006.
Naga K. Govindaraju, Nikunj Raghuvanshi, and Dinesh Manocha, “Fast and Approximate Stream Mining of Quantiles and Frequencies Using Graphics Processors,” ACM SIGMOD, 2005.
Nikunj Raghuvanshi and Sanjay G. Dhande, “Raytraced rendering using t-buffer and shadow-buffer,” International Journal of Information Technology, 2004.
[Tech Report] Naga K Govindaraju, Nikunj Raghuvanshi, Michael Henson, Dinesh Manocha. “A cache-efficient sorting algorithm for database and data mining computations using graphics processors.” University of North Carolina at Chapel Hill, TR05-016, 2005.