This library can be used to automatically generate a lattice of audio filters from a 3D scene. The filters can then be used in a real-time application to reproduce accurate propagation of sounds within the scene.
Why? This is best explained by quoting a paragraph from Efficient and Accurate Sound Propagation Using Adaptive Rectangular Decomposition (see doc/adaptive-rectangular-decomposition.pdf)
"In contrast to the incredible advancement of graphics in todays interactive applications (such as computer games), accurate sound simulation seems to have been forgotten entirely. The state of the art is the use of reverb filters that are not physically-based and roughly correspond to the acoustical spaces with different sizes. In reality, the acoustics of a space exhibits perceptibly large variations depending on the wall material, room size and geometry, along with many other factors. A handful of reverb filters common to all scenes cannot possibly capture all the different acoustical effects which we routinely observe in real life and thus, such a method at best provides a crude approximation of the actual acoustics of the scene. Moreover, an artist has to assign these reverb filters to different parts of the environment manually, which requires a considerable amount of time and effort."
The library is being developed with the hope of one day being used in blender.