Ray-traced and finite-element acoustic models — recreating the reverb of spaces that shouldn't exist.
A ray-traced, physically accurate model of a strawberry — recreating what its reverb would actually sound like, computed in COMSOL and MATLAB.
Same idea, different impossible object — what it sounds like inside a giant dumbbell, modelled with the finite element method and ray tracing.
Learning real-time game audio and acoustics inside Unreal Engine.
Learning video game audio in Unreal Engine using Microsoft Project Acoustics for baked, physically-based occlusion and reverb.
Using Wwise Reflect in Unreal Engine to drive dynamic, geometry-aware early reflections in real time.