Martin Nastoupil
Supervisor(s): Jiří Chmelík
Masaryk University
Abstract: Spatial audio is a crucial component of modern video games. However, current accessibility solutions for Deaf and Hard-of-Hearing (DHH) players often rely on 2D screen-space overlays that can break immersion and lack precise spatial context. This paper presents and explores a diegetic approach to sound visualization, proposing a shift from traditional interface overlays to in-world representations. By using real-time ray casting to approximate physical sound propagation, the system generates visual cues at locations where sound waves interact with game geometry. The resulting prototype offers a highly integrable, performance-conscious framework for developers, providing an immersive alternative for spatially accurate accessibility features in interactive media.
Keywords: Human-Computer Interaction, Real-time Graphics, Video Games
Full text: Year: 2026