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

Multi-Spectral Scene Generation Workshop Redstone Technical Test Center. PST: A Distributed Real-Time Architecture for Physics-based Simulation and Hyper-Spectral Scene Generation. Michael John Muuss U. S. Army Research Laboratory Maximo Lorenzo U. S. Army CECOM. Why We Model.

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

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  1. Multi-Spectral Scene Generation Workshop Redstone Technical Test Center PST: A Distributed Real-Time Architecture for Physics-based Simulation and Hyper-Spectral Scene Generation Michael John Muuss U. S. Army Research Laboratory Maximo Lorenzo U. S. Army CECOM

  2. Why We Model • We are predicting or matching physical phenomena: • Damage statistics of live-fire tests. • Energy levels received by a sensor. • Hollywood storytellers communicate feelings to people. “Skin-deep” models are fine for them.

  3. Current & FutureChallenges for T&E • In simulation, re-creating the real-world: • Re-creating individual engineering tests. • S&E community starts here. • Re-creating real proving grounds. • Re-creating training centers and training exercises. • Re-creating combat locations and scenarios. • Training community & wargamers start here.

  4. The Simulation Challenge

  5. Meeting the Simulation Challenge • Engineering-level geometric detail. • Physics-based simulation. • Realistic 3-D atmosphere, ground, and sea models. • Fast: Real-time, near-real-time, Web, and offline. • Hardware-in-the-loop, man-in-the-loop. • Common geometry. • Common software. • Massively parallel processing.

  6. What is PST? • PST = PTN and SWISS, Together! • PTN = Paint-the-Night • Real-time polygon rendering • From CECOM NVESD • SWISS = Synthetic Wide-band Imaging Spectra-photometer and Environmental Simulation • Ray-traced BRL-CAD™ CSG geometry • From ARL/SLAD

  7. Paint-the-Night • 8-12 micron IR image generator. • SGI Performer based. • Uses outboard image processor for sensor effects. • A large highly tuned monolithic application • With exceptionally high performance. • Highest polygon rates seen on a real application. • Individually drawn trees (2 perpendicular polygons) • Individually drawn boulders.

  8. SWISS • A physics-based synthetic wide-band imaging spectrophotometer • A camera-like sensor • Looks at any frequency of energy. • A set of physics-based virtual worlds for it to look at: • Atmosphere, clouds, smoke, targets, trees, vegetation, high-resolution terrain. • A dynamic world; everything moves & changes.

  9. Ray-Tracing Overview

  10. Advantages of a Ray-Tracing SIG • Allows reflection, refraction: • Windshields, glints. • Branch reflections, 3-5. • Atmospheric attenuation, scattering. • Individual path integrals. • Accurate shadows: • Haze, clouds, smoke. • Multiple light sources: • Sunlight, flare, spotlight. 2nd-Generation FLIR image (Downsampled to 1/4 NTSC)

  11. CSG Rendering Advantages • Ray-traced CSG is free from limitations of hardware polygon rendering: • No approximate polygonal geometry. • No seams, exact curvatures. • Exact profile edges. Important for ATR! • No level-of-detail switching, no “popping”. • Full temperature range in Kelvins, not 0-255. • Unlimited spectral resolution, not just 3 channels.

  12. Cruise Missile Shadow Ridge Profile Missile Shadow Terrain Quantization

  13. A Grand-ChallengeComputing Problem • Real targets, enormous scene complexity, > 10Km2. • Physics-based hyper-spectral image generation. • Nano-atmospherics, smoke, and obscurants. • Ray-traced image generation, exact CSG geometry. • Near-real-time (6fps). • Fully scalable algorithms. • Network distributed MIMD parallel HPC. • Image delivery to desktop via ATM networks.

  14. Target Geometry Complexity • Need at least 1cm resolvable features on targets.

  15. Complex Geometry Today • < 1cm target features. • 1m terrain fence-post spacing • Three-dimensional trees: • Leaves. • Bark. • Procedural grass, other ground-cover. • Boulders, other clutter. Current Developmental

  16. One Geometry,Multiple Uses • To compute ballistic penetration & vulnerability: • Need 3-D solid geometry and material information. • The same targets are also useful for: • Signatures: Radar, MMW, IR, X-ray, etc. • Smoke & Obscurants simulation. • Chem./Bio agent infiltration. • Electro-Magnetic Interference.

  17. Library of Existing BRL-CAD™ Geometry

  18. Ray-Traced Atmosphere • Propagation easy in vacuum! • Modeling four effects: • Absorption • Emission • In-scatter • Out-scatter • Computer can’t do integrals. • Repeated summation • Discretized atmosphere

  19. The Blue Hills of Fort Hunter-Liggett

  20. Sources of Volumetric Atmospheric Data • Need gas-density(x,y,z) for each gas species. • Sources: • Predictive: Nano-meteorology model. • Re-enactment: input from measurements. • E.g. Smoke-week data. • Statistical: noise, FBM, fractals. • Generates data with specified statistics.

  21. Hyper-Spectral: The Power of a Single Pixel

  22. Real-timeSpectral Analysis

  23. PST Implementation Goals • To have a software backplane: • Allowing each function to run as separate process. • Allowing easy reconfiguration. • Allowing independent software development. • Using common geometry throughout. • Multiple Synthetic Image Generator (SIG) types. • Keep simulation details out of the SIGs.

  24. A Basic PST Simulation Entity Controllers World Simulations Sensor Simulation Output Transducers Input Transducers Textures Solar Load Gen Atmosphere PTN SIG ToD Mapper Ground Therm Met Tree Therm Data-cube Magic Carpet Target Therm MFS3 HW Mapper Sensor Controller Monitor Vehicle Controller Vehicle Dynamics FlyBox Mapper Intersect Process DB Vehicle Dynamics MODSAF MODSAF I/F

  25. Independent Time Scales • Image generators need to run fast: • 30 Hz for humans. • 6 Hz is fastest acquisition rate of ATRs. • 800 Hz for non-imaging sensors (Stinger rosette). • Physics-based simulations can run slower: • 90 sec/update for thermal & atmosphere models. • Transient effects need to be added as a delta: • Leaf flutter, explosions, smoke details.

  26. Hardware Environment • Multiple CPUs per cabinet. • Multiple cabinets linked via OC-3 or OC-12 ATM. • Geographically distributed (Belvoir, APG, Knox). • Multi-vendor system, e.g.: • Cray vector machine for thermal mesh solution. • SGI Origin 2000 for parallel ray-tracing. • SGI Infinite Reality for polygon rendering. • 100-200 processors participating.

  27. BRL-CAD™ Ray Tracer Backplane Philosophy • Standardized Slots (Interface). • Location independent • Except for performance. V/L Server Vehicle Dynamics Paint-the-Night Polygon Renderer Paint-the-Night Polygon Renderer Terrain HLA with enhancements Thermal Models : :

  28. PST Implementation Plan • Attempt to implement PST using HLA. • Concern over real-time performance. • No support for bulk data transfer. • Fall back on JMASS, TARDEC, or home-brew.

  29. HLA Features Publishandsubscribe to objectsandinteractions Federate a Federate b Federate f HLA Federation Federate c Federate e Federate d

  30. Required Backplane Features • Event Services • Implement with HLA interactions. • Query/Response Services • HLA interactions with custom routing space. • Continuous/Bulk Data • Custom Distributed Shared Memory software. • Auto-broadcast, optional subscriber notification. • Notification, subscriber polls for data update.

  31. HLA Ping • Tool to measure communications delay. • Patterned after Muuss’s TCP/IP ping tool. • Special ping client federate. • Common ping server interaction in all federates. • Uses federate_id routing space for efficiency. • Measurements: • Round-trip (interaction pair). • Half-trip (if both federates in same cabinet).

  32. HLA Ping Diagram ? ? Ping Client Federate RTI RTI Request Packet Ping Target Federate ? ? Reply Packet

  33. PST FOM Basics • ECEF coordinates, 64-bit IEEE double precision. • Using Quaternions to represent orientation. • Entity motion always sent in motion_t: • Position, velocity, acceleration, • Orientation, Orientation dot, Orientation dot dot. • Facilitates dead-reckoning in SIGs, simulations. • Point-of-View interaction: motion_t & “handle” obj. • Moving POV stays attached to moving entity.

  34. VPG Demonstration Terrain Server Driver MGED HLA Tcl / Tk Tcl / Tk Tcl / Tk User

  35. Geometry Database • A superset collection. Each entity will have: • The original BRL-CADTM CSG model. • Polygonal models at various LoD. • Optical and thermal textures. • Iconic representations: e.g. burning, destroyed. • Nodal decomposition for input to thermal solvers. • Articulation graph • Definition of damage-state vector.

  36. Two HLA Wrappers • Muuss strategy: Hide all HLA and XDR inside C++ “send” and “receive” methods. • One C++ object for each HLA interaction & object. • Simulations need little HLA, C++ objects need lots. • Baldwin strategy: Build total-insulation library. • C++ objects know nothing about HLA. • But XDR becomes very difficult.

  37. Working Testbed Flybox Mapper Vehicle Dynamics Controller SGI-Performer Image Generator FlyBox Ping Client Monitor

  38. Facilitating the“GOD GUI” • We desire the ability to reach into a running simulation and “force” parameters. • E.g. teleport a vehicle, heat some ground... • Use HLA object ownership, or one multi-cast application-layer interaction? • Object ownership uses 8+ network transmissions.

  39. Application of PST • The image generator is just one component of a larger simulation. E.g. MFS3, or missile simulation. Full Platform Simulation or HWIL Full Platform Simulation or HWIL Full Environment Simulation PST 6 DoF Flight Dynamics ATR Images Motion_t Control Decisions

  40. DTV DTV DTV DTV Ft. Knox Applicationof PST • 1 RT SIG, 3 SGI SIGs, soldiers-in-the-loop. Digital Video to ATM ATM to D-2 Video PST PTN Mapper RT DREN ATM Mapper Mapper PTN Mapper PTN DREN ATM

  41. Who is this MUUSS Fellow, Anyway? Mike Muuss Señor Scientist U.S. Army Research Laboratory APG, MD 21005-5068 U.S.A. <Mike@ARL.MIL> http://ftp.arl.mil/~mike/

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