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PST: A Distributed Real-Time Architecture for Physics-based Simulation and Hyper-Spectral Scene Generation
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PST: A Distributed Real-Time Architecture for Physics-based Simulation and Hyper-Spectral Scene Generation

7/9/99


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Table of Contents

PST: A Distributed Real-Time Architecture for Physics-based Simulation and Hyper-Spectral Scene Generation

Why We Model

Current & Future Challenges for T&E;

The Simulation Challenge

Meeting the Simulation Challenge

What is PST?

Paint-the-Night

SWISS

Ray-Tracing Overview

Advantages of a Ray-Tracing SIG

CSG Rendering Advantages

Cruise Missile Shadow

A Grand-Challenge Computing Problem

Target Geometry Complexity

Complex Geometry Today

One Geometry, Multiple Uses

Library of Existing BRL-CADTM Geometry

Ray-Traced Atmosphere

The Blue Hills of Fort Hunter-Liggett

Sources of Volumetric Atmospheric Data

Hyper-Spectral: The Power of a Single Pixel

Real-time Spectral Analysis

PST Implementation Goals

A Basic PST Simulation

Independent Time Scales

Hardware Environment

Backplane Philosophy

PST Implementation Plan

HLA Features

Required Backplane Features

HLA Ping

HLA Ping Diagram

PST FOM Basics

VPG Demonstration

Geometry Database

Two HLA Wrappers

Working Testbed

Facilitating the “GOD GUI”

Application of PST

Ft. Knox Application of PST

Who is this MUUSS Fellow, Anyway?

Authors: Muuss and Lorenzo

Email: Mike@arl.mil

Home Page: http://ftp.arl.mil/~mike/

Download presentation source (PPT)

Form1.