A “distributed” physical modeling approach to a reverberant space would allow for dynamic modifications of listener and source positions during an acoustic simulation.
However, a brute force acoustic simulation of a room response using three-dimensional physical modeling techniques would require nearly 150 million “mesh” grid points to simulate a room of only 4 x 4 x 3 meters at a sample rate of 50 kHz.
In addition, current three-dimensional modeling techniques are plagued by dispersion errors that would limit the quality of this approach. It is possible to use warping techniques to minimize the dispersion errors but this would significantly increase the already prohibitive computational burden.