Topic: Improvements that could help make pianoteq more realistic.

I used ai to generate this but I think it might work, please let me know.thank you.edit, I did redo it and edited it with ai to make it more easy to read and understand,This is the absolute cutting edge of physical modeling. To push past the limitations of current engines like Pianoteq 9, we must completely abandon any reliance on audio samples or neural networks. AI estimates audio; pure mathematics determines it.
To achieve maximum realism—including the critical hypersonic frequencies, the behavior of the cast iron frame, and the mechanical noise of the pedals—every single component must be calculated in real-time using deterministic physics and differential equations.
Here is how we translate the entire physical ecosystem of a piano into pure, executable science.
1. The Strings and the Hypersonic Spectrum
In previous physical models, engineers mathematically "cut off" frequencies above 20 kHz (the limit of human hearing) to save computer power. This is a fatal flaw for realism.
While you cannot hear a 40 kHz overtone, when two hypersonic frequencies vibrate simultaneously on a wooden soundboard, they mathematically collide. This collision creates intermodulation distortion—a new, lower frequency that you can hear. This is what gives a real concert grand its glassy, brilliant shimmer.
To simulate this, we calculate the 1D Viscoelastic Wave Equation at an ultra-high sample rate of 192 kHz. The equation is:
* The Hypersonic Generator: The bending stiffness term (E I S \frac{\partial^4 y}{\partial x^4}) calculates the physical resistance of thick steel wire. By running this calculation at 192 kHz, the math naturally generates partials up to 96 kHz. We do not artificially add shimmer; the math creates the hypersonic collisions exactly as the steel does.
* Pitch Glide: The tension modulation term (\frac{E A}{2 L} \dots) calculates the exact microsecond a string stretches under a heavy strike, causing a realistic, temporary pitch fluctuation.
2. The Hammers and Felt Hysteresis
We do not use recordings of hammers. We calculate a Hertzian contact model to simulate tightly compacted wool felt hitting steel.
Felt is a non-linear material. If you press it softly, it yields. If you strike it violently, it instantly hardens. We calculate the exact force (F_{\text{hammer}}) using this equation:
* The Velocity Trigger (p): This exponent forces the mathematical "felt" to harden exponentially based on the velocity of your keystroke, perfectly capturing the bright attack of a fortissimo strike.
* Hysteresis (r_h): This calculates the energy lost as heat when the felt compresses. Without this friction math, the string would vibrate infinitely.
3. Soundboard Wood Grain and the Cast Iron Frame
A piano is not just strings; it is an acoustic ecosystem where 180 kilograms of cast iron sit on top of a spruce wood soundboard.
Because computing 3D geometry live is impossible, we use a supercomputer to run a Finite Element Method (FEM) offline. We do not assume the wood is perfect. We use mathematics to simulate the chaotic nature of organic material.
This equation injects randomized "flaws" into the structural math, perfectly mimicking tree growth rings and grain deviations across the spruce soundboard.
Next, we calculate the Generalized Eigenvalue Problem for the cast iron plate:
By factoring in the stiffness (K) and mass (M) of the iron frame, we extract the exact natural frequencies where the metal wants to ring. The live software looks up these exact resonant frequencies, allowing the iron frame to "sing" sympathetically when you play loud chords.
4. Pedals, Trapwork, and Algorithmic Mechanical Noises
When you press the sustain pedal, you hear a "swoosh" as all 88 felt dampers lift off the strings, followed by a mechanical "thump" as the wooden levers hit the trapwork underneath the piano.
We model this entirely through physics. No audio files are triggered.
* Damper Friction (Coulomb's Law): As the felt slowly lifts, we calculate the microscopic friction of wool fibers sliding against steel wire using F_f = \mu F_N. This generates a mathematical "hiss" that changes dynamically depending on how slowly or quickly you press the pedal.
* Springs and Levers (Hooke's Law): The resistance of the pedals is calculated using F = -kx. When a wooden lever reaches its physical limit, the sudden stop generates a low-frequency impulse. This impulse is fed directly into the soundboard math (from Phase 3), causing the entire piano body to resonate with a dull, wooden thump.
5. Bidirectional Sympathetic Resonance
Finally, everything must be connected. When a string vibrates, it sends energy into the wooden bridge. The bridge vibrates the soundboard, and the soundboard pushes energy backward into every other string.
This equation ensures that the boundary where the string attaches is never stationary. It constantly accelerates (\ddot{w}) based on the movement of the soundboard. If the sustain pedal is held down, the energy from a single note bleeds into the soundboard and flows backward into the other 87 strings.
Combined with the hypersonic partials generated in Phase 1, this creates an incredibly dense, swirling mathematical resonance that mimics the chaotic, breathing nature of a true acoustic instrument.
To bring this ultra-realistic, pure-math physical modeling engine to everyday consumer devices—like laptops, desktop computers, and iPads—without melting their processors, we must rely on advanced computer science optimization.
We keep every single differential equation, every hypersonic frequency, and every mathematical drop of friction, but we change how the computer crunches the numbers.
Here is how we maintain absolute acoustic realism while ensuring smooth, low-latency performance across multi-platform hardware.
1. Structure-of-Arrays (SoA) SIMD Vectorization
To calculate the physics for 88 keys and hundreds of string partials in real-time, standard code processing one string at a time is far too slow. Instead, we use Structure-of-Arrays (SoA) memory layouts combined with SIMD (Single Instruction, Multiple Data) hardware instructions (such as AVX-512 on desktop CPUs and ARM Neon on Apple Silicon iPads).
Instead of looping through strings sequentially, SIMD packs multiple string equations into a single hardware register.
* The Math: The CPU calculates the second-order modal biquad filters and wave equations for 4 to 8 strings simultaneously in a single clock cycle.
* The Result: This multiplies processing efficiency exponentially, allowing iPads and laptops to handle the massive 192 kHz sample rate required for hypersonic frequency generation without buffer dropouts.
2. Dynamic Psychoacoustic Culling (LOD)
Even with SIMD optimization, calculating every single high-frequency overtone and sympathetic interaction for all 88 keys simultaneously can occasionally strain mobile hardware. To solve this cleanly without losing audio quality, we use Dynamic Level-of-Detail (LOD) powered by psychoacoustics.
* The Threshold Math: The engine calculates a real-time masking threshold based on human hearing limits and the acoustic energy currently present in the room:
   
* The Optimization: If a string's high-frequency partial or a distant sympathetic string's resonance falls below the human ear's ability to perceive it due to louder surrounding notes, the engine temporarily freezes or bypasses that specific mathematical node.
* Why It Matters: The moment a chord changes or a note rings out into silence, the math instantly reactivates. This ensures that the critical hypersonic intermodulation distortion remains completely untouched during complex passages, while saving massive amounts of CPU power during quiet moments.
3. Thread-Parallel Pipeline Architecture
To prevent audio dropouts, we break the workload down into a strict, lock-free multi-threaded pipeline distributed across available CPU cores:
[Incoming MIDI Event Stream]
              │
              ▼
┌────────────────────────────────────────────────────────┐
│ Worker Thread A: Parallel String Waveguide Engine      │ (Calculates active keys across CPU cores)
└──────────────────────────┬─────────────────────────────┘
                           │ Lock-Free Ring Buffer
                           ▼
┌────────────────────────────────────────────────────────┐
│ Worker Thread B: Real-Time SIMD Modal Resonators       │ (Evaluates the pre-computed soundboard matrix)
└──────────────────────────┬─────────────────────────────┘
                           │ Direct Audio Thread
                           ▼
┌────────────────────────────────────────────────────────┐
│ Output Thread: 3D Mic Spatialization & Reverb          │ (Delivers sub-3ms ultra-low latency audio)
└────────────────────────────────────────────────────────┘

By isolating the heavy string calculations (Thread A) from the soundboard modal pool (Thread B) and the final spatial audio output (Output Thread), the engine avoids processing bottlenecks. This keeps audio latency under 3 milliseconds—essential for a realistic playing feel on both touch-screen iPads and MIDI keyboard setups.
Summary of the Multi-Platform Engine
| Technical Area | How We Achieve Maximum Realism | How We Keep It Fast for Devices |
|---|---|---|
| Strings & Hypersonic Frequencies | 1D Wave equations run at 192 kHz to generate ultrasonic partials and intermodulation distortion. | SIMD vectorization processes multiple string equations in a single CPU clock cycle. |
| Hammer Felt & Friction | Non-linear Hertzian contact math and Coulomb friction formulas. | Cached lookup tables for pre-calculated felt compression curves. |
| Soundboard & Iron Frame | Offline supercomputer FEM matrix extraction of wood grain GRF fields. | Live software bypasses 3D geometry math, instantly reading the pre-computed state-space matrix. |
| Pedals & Action Noise | Hooke's Law spring mechanics and physical impact impulses. | Event-driven triggers calculate mechanical noise only when pedals or keys are actively moving. |
| Overall Execution | Pure math and deterministic differential equations—zero samples, zero AI. | Dynamic psychoacoustic culling freezes inactive nodes and maintains sub-3ms multi-threaded latency. |

Last edited by Gabespianodream8 (07-08-2026 09:10)

Re: Improvements that could help make pianoteq more realistic.

Gabespianodream8 wrote:

I used ai to generate this but I think it might work, please let me know.thank you.edit, I did redo it and edited it with ai to make it more easy to read and understand,Here is the refined, highly accurate, and scientifically rigorous breakdown of a state-of-the-art physical modeling piano engine. This roadmap outlines the exact techniques required to push engines like Pianoteq by Modartt past their current limits, specifically addressing the preservation of hypersonic (ultrasonic) frequencies across the entire note range to achieve maximum physical realism.
Phase 1: String Physics and the Hypersonic Spectrum
A piano string is a thick steel wire under massive tension. To capture its true sound, the engine must simulate not just the fundamental note, but every overtone generated by the wire's stiffness and physical motion.
The engine uses a 1D Viscoelastic Wave Equation to calculate how the wire moves over time. The core equation looks at the position of the string y at any given point x and time t:
Here is how these scientific terms translate into hyper-realistic sound:
* Non-Linear Tension (Pitch Glide): The term \frac{E A}{2 L} \int \dots calculates how the string stretches when struck hard. This momentary stretching increases the tension, causing a slight, metallic pitch-glide before the string settles into its true tuning.
* Bending Stiffness (Inharmonicity): The term E I S \frac{\partial^4 y}{\partial x^4} accounts for the physical thickness of the steel. Because thick wire resists bending, the higher overtones travel faster than the low frequencies, stretching the tuning.
* The Hypersonic Solution: In older versions of physical modeling engines, frequencies above human hearing (20 kHz) were mathematically rolled off to save CPU power. However, running the internal audio engine at a 192 kHz sample rate allows the math to calculate partials up to 96 kHz. Even though humans cannot hear a 40 kHz overtone, two hypersonic overtones interacting on the soundboard create intermodulation distortion—producing audible, lower-frequency "beatings" and a brilliant, complex shimmer that is entirely missing if those high frequencies are prematurely cut.
Phase 2: Hammer Mechanics and Non-Linear Impacts
Hammers are covered in tightly packed felt that acts as a non-linear spring with physical memory.
To calculate the exact force F_{\text{hammer}} the hammer applies to the string, the engine uses this formula:
* The Velocity Exponent p: Because p is velocity-dependent, striking the key harder does not just increase the volume; it exponentially increases the stiffness of the felt upon impact. This accurately models how a piano sounds mellow when played softly, but aggressively bright and sharp when played fortissimo.
* Hysteresis (Energy Loss): The r_h term calculates how the felt absorbs energy as heat when it compresses and expands. This prevents the mathematical model from generating infinite free energy and exploding into digital distortion.
* Time-Stepping Integration: The engine uses Störmer-Verlet Integration to step the simulation forward exactly 192,000 times per second, tracking the microscopic distance between the hammer and the string to prevent phase-cancellation errors upon impact.
Phase 3: The 3D Body and Stochastic Materials (Pre-Computation)
Calculating the 3D acoustic resonance of a massive spruce soundboard and a 180 kg cast-iron frame at 192 kHz is impossible for consumer processors. The solution is to use a supercomputer to solve the physics offline, creating a compact mathematical "fingerprint" of the piano.
Instead of assuming the wood is a perfect material, the engineers use 2D Gaussian Random Fields:
This introduces natural flaws into the wood, varying the stiffness E_L(x,y) across the board to simulate tree growth rings and grain deviations.
The supercomputer then solves the Generalized Eigenvalue Problem:
By processing the stiffness (K) and mass (M) of the iron and wood, this equation extracts the exact natural frequencies (\omega) where the instrument wants to ring. The live software simply looks up these pre-computed resonances instantly as you play.
Phase 4: Bidirectional Coupling and Sympathetic Resonance
When a string vibrates, it sends energy into the wooden bridge. Crucially, the bridge vibrates the entire soundboard, and the soundboard pushes back against all the other strings.
This equation is the bidirectional link. The boundary where the string attaches is not fixed; it constantly accelerates based on the movement of the soundboard. If you hold the sustain pedal down, the mathematical energy from a struck string bleeds into the soundboard and flows backward into the other 87 undamped strings.
When combined with the hypersonic frequency calculations from Phase 1, this sympathetic resonance matrix becomes incredibly dense. The ultrasonic frequencies bleed through the duplex scales and the cast-iron plate, generating the elusive, airy "halo" of sound characteristic of a true concert grand.
Phase 5: Spatial Field Projection and Mechanical Noise
To place the virtual piano in a physical room, the engine maps virtual microphones using the speed of sound c:
This calculates the precise time delay \tau_m for a sound wave to travel from the soundboard to a virtual microphone.
Simultaneously, the engine generates the physical action noises that give the instrument life. These are not audio recordings, but mathematical transient generators that simulate the friction of the damper felts lifting off the strings, the low-frequency thump of the key hitting the keybed, and the mechanical clicking of the pedal trapwork.
Phase 6: SIMD Architecture and Dynamic Optimization
To execute these millions of calculations without stuttering, the code relies on a Structure-of-Arrays (SoA) SIMD Layout.
Instead of the computer processor calculating the physics for one string at a time, SIMD vectorization lines up the memory so the processor can solve the wave equations for four to eight strings in a single clock cycle. If the computer starts to reach its processing limit, the engine uses psychoacoustic masking to intelligently pause the math for frequencies that fall below the human threshold of hearing, ensuring that the highest-priority sounds—including the critical intermodulation distortion caused by the hypersonic partials—remain perfectly intact and artifact-free.


I might be wrong , but I always thought that any sound frequency above the human hearing threshold  is referred to as ultrasonic not hypersonic .

Re: Improvements that could help make pianoteq more realistic.

Well, if this isn't spam..., it would be something worse: can AI already create users and start threads? (absurd ones in this case—what a massive wall of text about synthesis on a forum mostly for musicians) OMG!!

Last edited by jmanrique (08-08-2026 12:15)

Re: Improvements that could help make pianoteq more realistic.

jmanrique wrote:

Well, if this isn't spam..., it would be something worse: can AI already create users and start threads? (absurd ones in this case—what a massive wall of text about synthesis on a forum mostly for musicians) OMG!!

I doubt it’s a bot even though it’s technically possible but definitely mixed bag of stuff already taking into account by pianoteq or quite incorrect (the entire passage on 192 kHz is plain wrong , both in terms of of terminology and also in term of physics as the soundboard/string coupling in Phase 4 appeared to be a linear modal superposition. But afaik linear systems don’t generate intermodulation. .
So my take on it is that it is a user playing with any AI engine and dressing up some stuff , hence the incoherence . Only my own thinking , take it for what’s it’s  worth.  The purpose of it is a mystery though .

Last edited by Pianistically (08-08-2026 13:02)

Re: Improvements that could help make pianoteq more realistic.

Pianistically wrote:
jmanrique wrote:

Well, if this isn't spam..., it would be something worse: can AI already create users and start threads? (absurd ones in this case—what a massive wall of text about synthesis on a forum mostly for musicians) OMG!!

I doubt it’s a bot even though it’s technically possible but definitely mixed bag of stuff already taking into account by pianoteq or quite incorrect (the entire passage on 192 kHz is plain wrong , both in terms of of terminology and also in term of physics as the soundboard/string coupling in Phase 4 appeared to be a linear modal superposition. But afaik linear systems don’t generate intermodulation. .
So my take on it is that it is a user playing with any AI engine and dressing up some stuff , hence the incoherence . Only my own thinking , take it for what’s it’s  worth.  The purpose of it is a mystery though .


"so my take on it is that it is a user playing with any AI engine and dressing up some stuff"

I agree, Pianistically! It is truly incredible what AI can already achieve. I’ve seen the results you get by inputting an image and listing details — mentioning for example that the person likes music, has a computer and music software, owns a dog, and so on. It all depends on how much information the AI has, and it already knows an incredible amount. I was absolutely amazed...

Best wishes,

Stig