CowboyRobot writes "Two researchers at San Francisco State University has successfully implemented hardware acceleration for realtime audio using graphics processing units (GPUs). 'Suppose you are simulating a metallic plate to generate gong or cymbal-like sounds. By changing the surface area for the same object, you can generate sound corresponding to cymbals or gongs of different sizes. Using the same model, you may also vary the way in which you excite the metallic plate — to generate sounds that result from hitting the plate with a soft mallet, a hard drumstick, or from bowing. By changing these parameters, you may even simulate nonexistent materials or physically impossible geometries or excitation methods. There are various approaches to physical modeling sound synthesis. One such approach, studied extensively by Stefan Bilbao, uses the finite difference approximation to simulate the vibrations of plates and membranes. The finite difference simulation produces realistic and dynamic sounds (examples can be found here). Realtime finite difference-based simulations of large models are typically too computationally-intensive to run on CPUs. In our work, we have implemented finite difference simulations in realtime on GPUs.'"