: Keith K. Niall
: Keith K. Niall
: Vision and Displays for Military and Security Applications The Advanced Deployable Day/Night Simulation Project
: Springer-Verlag
: 9781441917232
: 1
: CHF 132.90
:
: Elektronik, Elektrotechnik, Nachrichtentechnik
: English
: 212
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF
Realistic and immersive simulations of land, sea, and sky are requisite to the military use of visual simulation for mission planning. Until recently, the simulation of natural environments has been limited first of all by the pixel resolution of visual displays. Visual simulation of those natural environments has also been limited by the scarcity of detailed and accurate physical descriptions of them. Our aim has been to change all that. To this end, many of us have labored in adjacent fields of psych- ogy, engineering, human factors, and computer science. Our efforts in these areas were occasioned by a single question: how distantly can fast-jet pilots discern the aspect angle of an opposing aircraft, in visual simulation? This question needs some ela- ration: it concerns fast jets, because those simulations involve the representation of high speeds over wide swaths of landscape. It concerns pilots, since they begin their careers with above-average acuity of vision, as a population. And it concerns aspect angle, which is as much as to say that the three-dimensional orientation of an opposing aircraft relative to one's own, as revealed by motion and solid form. v vi Preface The single question is by no means simple. It demands a criterion for eye-limiting resolution in simulation. That notion is a central one to our study, though much abused in general discussion. The question at hand, as it was posed in the 1990s, has been accompanied by others.
Preface5
Contents8
Chapter 110
Creating Day and Night: Past, Present, and Future10
1.1 Act I: Day and Night11
1.2 Act II: Day and Night12
1.3 Act III: Day for Night13
1.4 Act IV: Night for Day16
1.5 Act V: Day in Night17
1.6 Simulation and Evaluation18
Chapter 221
Development of a DVI-Compatible VGA Projector Engine Based on Flexible Reflective Analog Modulators21
2.1 FRAM Fabrication for VGA Projection Display26
2.2 FRAM Array Testing and Selection27
2.2.1 Test Setup27
2.2.2 FRAM Array Screening Procedure28
2.3 Projector Engine Control29
2.4 480.×.1 FRAM Array Packaging31
2.5 Projector Engine Integration32
2.6 Conclusion34
Chapter 335
Brightness and Contrast of Images with Laser-Based Video Projectors35
3.1 LBVP Displaying Mechanisms39
3.2 Conventional Image Characterization39
3.3 Highlight of the Proposed Alternative Method40
3.4 Optical Properties of Screens40
3.4.1 Reflectivity Characteristics of a General Screen41
3.4.2 Determining Spectral Radiance of a Screen from its BRDF43
3.4.3 Determining Reflected Luminance45
3.4.4 Determining Contrast46
3.5 Practical Considerations47
3.5.1 Parasitic Light47
3.5.1.1 Veiling Glare47
3.5.1.2 Environment Dependent Parasitic Light48
3.5.2 Spatial Sampling48
3.5.2.1 Pixel Filling, Pixel Overlap, Pixel Shape48
3.5.2.2 Speckle50
3.5.3 Detector Temporal Response52
3.6 Description of the Proposed Method52
3.6.1 Step 1: Irradiance Measurement53
3.6.1.1 Test Pattern53
3.6.1.2 Detector Shapes and Sizes53
3.6.1.3 Detector-System Cut-Off Frequency and Sampling Rate54
3.6.1.4 Spectral Measurements54
3.6.1.5 Reduction of Measurement Errors Due to Parasitic Light55
3.6.2 Step 2: Measurement of the BRDF55
3.6.3 Step 3: Data Processing55
3.7 Conclusion56
Chapter 457
Physics Based Simulation of Light Sources57
4.1 Background: The State of Fielded Training Systems Technology59
4.2 Modeling of Point Sources59
4.2.1 Modeling of Reflected Light60
4.2.2 Modeling of the Placement of Cultural Lights61
4.2.3 Physical Cultural Lighting Data in the Public Domain62
4.2.4 Appearance of Cultural Lighting Objects62
4.2.5 Radiative Properties of Cultural Lighting Objects62
4.3 Placement of Cultural Lighting Objects63
4.3.1 A Proof of Concept63
4.3.2 Modeling of Point Sources64
4.3.3 Modeling of Reflected Light64
4.3.4 Modeling of the Placement of Cultural Lights65
4.3.5 Application Description65
4.3.6 Results66
4.3.7 Next Steps66
4.3.8 Integration of Visual Simulation and Lighting Formats and Standards67
4.3.9 Aggregation of Detailed Cultural Lighting Data Dictionary67
4.3.10 Simulation Database Tools68
4.3.11 Runtime Graphics Tools68
Chapter 569
Integration of a Deployable CIGI-Based Image Generator in an Existing Simulation69
5.1 Background73
5.2 MTT Visual Functions73
5.3 MetaVR Image Generator73
5.4 Flight IG74
5.5 Common Image Generator Interface (CIGI)74
5.6 Integration of the ADDNS Image Generation System with the Multi-Task Trainer75
5.7 IG Message Comparison75
5.8 CIGI API Calls77
5.9 Integration Logic of CIGI Calls with MTT78
5.10 Eagle IG/MTT Integration Issues78
5.11 Conclusion80
Chapter 683
Advances in Scalable Generic Image Generator Technology for the Advanced Deployable Day/Night Simulation Project83
6.1 UHR Projector IG Interface Requirements85
6.2 Additional IG Design Considerations86
6.3 Scalable GSP Software Architecture87
6.4 Overview of PC-IG Hardware and Software Selections88
6.5 Physical IG Characteristics and Operating Considerations89
6.6 Genlock System and Testing89
6.7 Power Investigation and Measurement90
6.8 Acoustic Noise Level Investigation and Reduction Strategy90
6.9 Multiple-Channel Integration and Distributed Rendering Using CIGI Protocol90
6.10 SW Host Emulator and Scripts for System Demonstration91
6.11 IG System Validation and HW Performance Analysis92
6.12 Current Development and Status of the Second Build of the IG Software System93
6.13 Conclusions93
Chapter 794
Detection Threshold of Visual Displacement in a Networked Flight Simulator94
7.1 Methods98
7.2 Procedure99
7.3 Results99
7.4 Discussion101
7.5 Impact102
Chapter 8104
Evaluation of the Spatial and Temporal Resolution of Digital Projectors for use in Full-Field Flight Simulation104
8.1 Methods108
8.1.1 General Evaluation Methods108
8.1.1.1 Spatial Resolution108
8.1.1.2 Temporal Response108
8.1.1.3 Tracking Blur108
8.1.1.4 Projector Characteristics109
8.1.2 Projector-Specific Methods109
8.1.2.1 LCoS-Electronic Projector109
8.1.2.2 LCoS-Mechanical Projector110
8.1.2.3 DLP-Electronic Projector112
8.1.2.4 LCD-Mechanical Projector112
8.1.2.5 LCD and CRT Projectors112
8.2 Results112
8.2.1 Spatial Resolution112
8.2.2 Temporal Response113
8.2.3 Tracking Blur113
8.3 Disc