---
title: "RESound: Interactive Sound Rendering for Dynamic Virtual Environments"
authors: ["Micah Taylor", "Anish Chandak", "Lakulish Antani", "Dinesh Manocha"]
year: 2009
venue: "ACM Multimedia"
arxiv: null
doi: "10.1145/1631272.1631311"
source: "https://doi.org/10.1145/1631272.1631311"
topics: [dynamic-scenes, interactive, auralization]
seed_rank: 1737
seed_batch: "audio-harvest-2026-09-09"
reviewed: "2026-09-09"
pool: "realtime"
relevance_score: 10
lineage: interactive-sound-propagation
cites:
  - title: "Interactive Sound Rendering in Complex and Dynamic Scenes Using Frustum Tracing"
    url: "https://doi.org/10.1109/TVCG.2007.70567"
    year: 2007
    arxiv: null
    doi: "10.1109/TVCG.2007.70567"
see:
  - "1703-interactive-sound-rendering-in-complex-and-dynamic-scenes-using-frustum"
  - "1679-gsound-interactive-sound-propagation-for-games"
---

# RESound: Interactive Sound Rendering for Dynamic Virtual Environments

## One-sentence takeaway

RESound (ACM MM 2009): interactive sound rendering for *dynamic* VEs — GAMMA's multimedia-systems snapshot before GSound AES.

## Why it matters here

Taylor/Chandak/Antani/Manocha 2009 is the dynamic-scene auralization system paper (path tracing/caching in a multimedia venue). Mint as the RESound name card the later TVCG papers sit on.

## Key ideas

- **Dynamic virtual environments.** Moving objects, interactive rates.
- **ACM Multimedia 2009.** Harvest auralization / dynamic-scenes.
- **GAMMA lineage.** Frustum 2007 → RESound 2009 → GSound 2011.
- **Geometric interactive.**

## Caveats

2009 MM vs later TOG (prefer 2014/2017 for algorithms). Not wave. Not HRTF.

## Links

- DOI: https://doi.org/10.1145/1631272.1631311
