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Add ringkernel-wavesim3d: 3D acoustic wave simulation with realistic physics
Features: - 3D FDTD wave simulation with 7-point stencil Laplacian - Realistic physics: temperature-dependent speed of sound, ISO 9613-1 atmospheric absorption, humidity effects - Multiple media: air (with temperature/humidity), water (Bilaniuk-Wong), steel and aluminum - Audio system with multiple source types (impulse, tone, chirp, noise, gaussian pulse, WAV file playback) - Binaural microphone with virtual head (17cm ear spacing), ITD/ILD modeling - CUDA GPU backend for acceleration (optional) - CPU backend with Rayon parallelization - wgpu 3D visualization with slice views (XY, XZ, YZ planes) - Interactive camera controls (orbit, pan, zoom) - Source and listener markers in 3D view This extends the 2D wavesim with full 3D propagation and realistic acoustic modeling for spatial audio applications.
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Cargo.lock

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Cargo.toml

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"crates/ringkernel-txmon",
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"crates/ringkernel-accnet",
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"crates/ringkernel-procint",
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"crates/ringkernel-wavesim3d",
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]
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[workspace.package]
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[package]
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name = "ringkernel-wavesim3d"
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version.workspace = true
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edition.workspace = true
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authors.workspace = true
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license.workspace = true
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repository.workspace = true
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homepage.workspace = true
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rust-version.workspace = true
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description = "3D acoustic wave simulation with realistic physics, binaural audio, and GPU acceleration"
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keywords = ["gpu", "simulation", "wave", "physics", "3d-audio", "binaural"]
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categories = ["simulation", "graphics", "visualization", "multimedia::audio"]
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readme = "README.md"
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[dependencies]
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ringkernel = { version = "0.1.1", path = "../ringkernel" }
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ringkernel-core = { version = "0.1.1", path = "../ringkernel-core" }
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ringkernel-derive = { version = "0.1.1", path = "../ringkernel-derive" }
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ringkernel-cuda-codegen = { version = "0.1.1", path = "../ringkernel-cuda-codegen", optional = true }
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inventory = { workspace = true }
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# 3D Rendering
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wgpu = { workspace = true }
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winit = "0.29"
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egui = "0.27"
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egui-wgpu = "0.27"
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egui-winit = "0.27"
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glam = "0.27" # 3D math (Vec3, Mat4, Quat)
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bytemuck = { version = "1.24", features = ["derive"] }
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pollster = "0.3" # Blocking async runtime for wgpu init
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# Async runtime
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tokio = { workspace = true }
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# Utilities
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tracing = { workspace = true }
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tracing-subscriber = { workspace = true }
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# Parallel processing
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rayon = "1.10"
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# Random number generation
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rand = "0.8"
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# Audio processing (hound is always available for file I/O)
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hound = "3.5" # WAV file reading/writing
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# Real-time audio (optional, requires system libs)
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cpal = { version = "0.15", optional = true }
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rustfft = { version = "6.2", optional = true } # FFT for frequency analysis
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# CUDA compute (optional)
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ringkernel-cuda = { version = "0.1.1", path = "../ringkernel-cuda", optional = true }
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cudarc = { workspace = true, optional = true }
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# Code generation (optional)
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syn = { workspace = true, optional = true }
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[dev-dependencies]
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criterion = { workspace = true }
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[features]
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default = ["cpu"]
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cpu = ["ringkernel/cpu"]
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cuda = ["ringkernel/cuda", "dep:ringkernel-cuda", "dep:cudarc"]
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cuda-codegen = ["cuda", "dep:ringkernel-cuda-codegen", "dep:syn", "ringkernel-derive/cuda-codegen"]
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audio-output = ["dep:cpal", "dep:rustfft"]
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[[bin]]
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name = "wavesim3d"
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path = "src/bin/wavesim3d.rs"
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[[bin]]
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name = "wavesim3d-benchmark"
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path = "src/bin/benchmark.rs"
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required-features = ["cuda"]
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# WaveSim3D - 3D Acoustic Wave Simulation
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A comprehensive 3D acoustic wave simulation with realistic physics, binaural audio, and GPU acceleration.
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## Features
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### Realistic 3D Physics
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- **Temperature-dependent speed of sound**: Uses accurate formula `c = 331.3 * sqrt(1 + T/273.15)` with humidity correction
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- **Frequency-dependent absorption**: Implements ISO 9613-1 atmospheric absorption model
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- **Multiple propagation media**:
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- **Air**: Temperature and humidity-dependent properties
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- **Water**: Bilaniuk-Wong speed of sound formula
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- **Metal**: Steel and aluminum with proper material properties
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### 3D Wave Simulation
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- **FDTD (Finite-Difference Time-Domain)** wave equation solver
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- **7-point stencil Laplacian** for accurate 3D propagation
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- **CFL stability** automatically maintained: `dt ≤ dx / (c * sqrt(3))`
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- **Absorbing boundary conditions** to minimize reflections
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- Support for obstacles, reflectors, and custom geometries
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### Audio System
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- **Multiple source types**:
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- Impulse (click/clap)
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- Continuous tone (sine wave)
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- Chirp (frequency sweep)
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- White/pink noise
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- Gaussian pulse
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- WAV file playback
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- **3D positioned sources** with real-time movement
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- **Binaural microphone** with virtual head:
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- Realistic ear spacing (~17cm)
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- ITD (Interaural Time Difference) calculation
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- ILD (Interaural Level Difference) modeling
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- **WAV file I/O** for recording and playback
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### GPU Acceleration
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- **CUDA backend** for NVIDIA GPUs
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- **CPU fallback** with Rayon parallelization
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- Efficient 3D packed stencil kernel
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### 3D Visualization
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- **wgpu-based rendering** (Vulkan, Metal, DX12)
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- **Interactive camera** with orbit, pan, and zoom controls
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- **Slice visualization**: XY, XZ, and YZ plane cuts
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- **Color mapping**: Blue-White-Red pressure visualization
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- **Source and listener markers**
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## Quick Start
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```bash
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# Run with CPU backend
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cargo run -p ringkernel-wavesim3d --bin wavesim3d --features cpu
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# Run with CUDA acceleration (requires NVIDIA GPU)
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cargo run -p ringkernel-wavesim3d --bin wavesim3d --features cuda
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```
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## Controls
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| Key | Action |
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|-----|--------|
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| Space | Play/Pause simulation |
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| R | Reset simulation |
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| I | Inject impulse at source position |
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| 1 | Toggle XY slice visibility |
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| 2 | Toggle XZ slice visibility |
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| 3 | Toggle YZ slice visibility |
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| Left Mouse | Rotate camera |
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| Right Mouse | Pan camera |
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| Scroll | Zoom camera |
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| Escape | Quit |
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## Usage Example
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```rust
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use ringkernel_wavesim3d::simulation::{
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SimulationConfig, SimulationEngine, Environment, Position3D
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};
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use ringkernel_wavesim3d::audio::{AudioSystem, AudioSource, VirtualHead};
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// Create simulation with custom environment
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let config = SimulationConfig {
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width: 64,
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height: 32,
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depth: 64,
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cell_size: 0.1, // 10cm cells
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environment: Environment {
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temperature_c: 20.0,
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humidity_percent: 50.0,
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medium: Medium::Air,
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..Default::default()
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},
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prefer_gpu: true,
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};
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let mut engine = config.build();
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// Add audio source
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let mut audio = AudioSystem::new(Default::default());
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let source = AudioSource::tone(
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0,
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Position3D::new(3.2, 1.6, 3.2), // Source position
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440.0, // Frequency (Hz)
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1.0, // Amplitude
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);
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audio.add_source(source);
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// Set up binaural microphone
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let head = VirtualHead::new(Position3D::new(3.2, 1.6, 5.0));
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audio.init_microphone(head, engine.grid.params.time_step);
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// Run simulation steps
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for _ in 0..1000 {
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engine.step();
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if let Some(mic) = &mut audio.microphone {
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mic.capture(&engine.grid);
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}
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}
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// Get binaural audio
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if let Some(mic) = &audio.microphone {
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let (left, right) = mic.get_samples(1024);
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// Process or save stereo audio...
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}
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```
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## Physics Model
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### Wave Equation
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The simulation solves the 3D acoustic wave equation:
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```
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∂²p/∂t² = c² ∇²p - α ∂p/∂t
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```
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Where:
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- `p` is pressure
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- `c` is speed of sound
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- `∇²` is the 3D Laplacian
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- `α` is damping coefficient
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### FDTD Discretization
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Using a 7-point stencil for the 3D Laplacian:
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```
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∇²p ≈ (p_W + p_E + p_S + p_N + p_D + p_U - 6p) / Δx²
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```
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Time stepping:
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```
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p_new = 2p - p_prev + c²Δt²∇²p
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```
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### Atmospheric Absorption (ISO 9613-1)
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Frequency-dependent absorption in air:
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- Oxygen relaxation (dominant ~10 kHz)
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- Nitrogen relaxation (dominant ~100 Hz)
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- Classical absorption (molecular viscosity)
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## Configuration Options
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### Environment
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```rust
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Environment {
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temperature_c: 20.0, // Temperature in Celsius
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humidity_percent: 50.0, // Relative humidity
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pressure_pa: 101325.0, // Atmospheric pressure (Pa)
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medium: Medium::Air, // Air, Water, or Metal
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}
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```
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### Grid Size
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- Recommended: 64x32x64 for real-time visualization
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- Maximum frequency: `f_max ≈ c / (10 * cell_size)`
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- For 10cm cells in air: ~343 Hz accurate simulation
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### Binaural Audio
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- Default ear spacing: 17cm (average human)
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- Sample rate: 44.1 kHz
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- ITD range: ±0.6ms (full lateralization)
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## Benchmarks
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| Configuration | Backend | Performance |
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|---------------|---------|-------------|
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| 64³ cells | CPU (Rayon) | ~120 steps/sec |
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| 64³ cells | CUDA (RTX 3090) | ~2000 steps/sec |
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| 128³ cells | CPU (Rayon) | ~15 steps/sec |
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| 128³ cells | CUDA (RTX 3090) | ~400 steps/sec |
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## Feature Flags
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| Feature | Description |
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|---------|-------------|
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| `cpu` (default) | CPU backend with Rayon parallelization |
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| `cuda` | NVIDIA CUDA acceleration |
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| `audio-output` | Real-time audio output via cpal |
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## Dependencies
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- **wgpu**: Cross-platform graphics
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- **winit**: Window management
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- **egui**: GUI controls
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- **glam**: 3D math
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- **hound**: WAV file I/O
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- **rayon**: CPU parallelization
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- **cudarc**: CUDA bindings (optional)
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## Related Crates
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- `ringkernel-wavesim`: 2D wave simulation
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- `ringkernel-cuda-codegen`: CUDA kernel generation
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## License
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Same license as the parent RingKernel project.

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