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Computational Challenges for Modeling and Simulation. Michael Macedonia Chief Technology Officer, US Army Program Executive Office for Simulation, Training and Instrumentation ( PEO STRI). Real-time Computational Challenges for Computer Generated Forces (CGF).

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computational challenges for modeling and simulation

Computational Challenges for Modeling and Simulation

Michael Macedonia

Chief Technology Officer, US Army Program Executive Office for Simulation, Training and Instrumentation ( PEO STRI)

real time computational challenges for computer generated forces cgf
Real-time Computational Challenges for Computer Generated Forces (CGF)

Need to provide interactive, real-time terrain reasoning for Computer Generated Forces given:

  • Extremely dense terrain databases (e.g. Baku, NYC, Baghdad)
  • Thousand of simulated entities (size of Army Unit of Action)
  • Simulation of long-range and novel sensors
  • Must fit on Future Combat System platforms (no Beowulf clusters allowed)

Bottomline: Traditional CPU architecture and Moore’s law are not enough to achieve capability in this decade.

real time terrain algorithms for computer generated forces
Best algorithms are O(N2 ) where N = objects/entities in the CGF database (e.g., sensors, platforms, buildings, people)

40% to 80% of CGF CPU time is required for battalion-level scenarios spent in sensing functions:

Collision detection

Line of sight computation

Real-time Terrain Algorithms for Computer Generated Forces
slide4
Purpose of LOS Algorithms
  • Simulated LOS for Models and Simulations
  • Position Sensors to Maximum Visibility
  • Position Targets to Minimize Visibility
  • Basically, we need to answer the question:
  • Can a sensor at location A see a Target at
  • location B?

Courtesy Danny Champion, TRAC

slide5
Algorithm Considerations
  • Coordinate System (UTM or Lat/Long or Geocentric)?
  • Curved or Flat Earth or Radar LOS?
  • How is sensor/target elevations determined?
  • How are features (vegetation/urban) treated?
  • How is LOS blocked? (slope or calculated elevation)
  • Terrain Resolution and its effects on LOS
  • Lower Resolution – faster, less accurate
  • Higher Resolution – slower, more accurate
  • How should the algorithm be implemented?
  • Which algorithms work best with my hardware?
  • Precision, Precision, Precision

Courtesy Danny Champion, TRAC

current army visibility products
Line-of-Sight

Point-to-Point

Masked Area Plot or

Viewshed

Point-to-Multipoint

Current Army Visibility Products

Source: Doug Caldwell Topographic Engineering Center

a familiar curve
A Familiar Curve

TRAC WSR LOS Study 1995

why gpu streaming
Why GPU/Streaming ?

Source: Anselmo Lastra

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