Loading...
Please wait, while we are loading the content...
Similar Documents
X3D Graphics and Distributed Interactive Simulation (DIS) Networking
| Content Provider | Semantic Scholar |
|---|---|
| Author | Brutzman, Don |
| Copyright Year | 2010 |
| Abstract | The Computer Science Department at the Naval Postgraduate School in Monterey, California has developed a low-cost real-time interactive network based simulation system, known as NPSNET, that uses Silicon Graphics workstations. NPSNET has used non-standard protocols which constrains its participation in distributed simulation. DIS specifies standard protocols and is emerging as the international standard for distributed simulation. This research focused on the development of a robust, high-performance implementation of the DIS Version 2.0.3 protocol to support graphic simulation systems (e.g. NPSNET). The challenge was to comply with the standard and minimize network latency thereby maintaining the time and space coherence of distributed simulations. The resulting DIS Network Library consists of an application program interface (API) to low level network routines, a host of network utilities, and a network harness that takes advantage of multiprocessor workstations. The library was successfully tested on our local network and two configurations of a T-I based internet, the Defense Simulation Internet (DSI), with the Air Force Institute of Technology and Advanced Research Projects Agency. The testing confirmed that the semantics and syntax of the DIS protocol is properly implemented and the latency incurred by the network does not adversely effect the simulation application. X3D for Advanced Modeling, http://x3dGraphics.com November 26, 2012 X3D Graphics and Distributed Interactive Simulation (DIS) Protocol 104 Savage thesis: Shane Nicklaus Nicklaus, Shane D., Scenario Authoring and Visualization for Advanced Graphical Environments (SAVAGE), Master's Thesis, Naval Postgraduate School, Monterey California, September 2001. Information Systems Technology curriculum. Co-advisors Curtis L. Blais and Dan Boger. Scene 10: Beach Landing Site Autogeneration of georeferenced Air Tasking Order (ATO) LSVEs, using XML-based Op Orders http://edocs.nps.edu/npspubs/scholarly/theses/2001/Sep/01Sep_Nicklaus.pdf Abstract. Today's planning and modeling systems use two-dimensional (2D) representations of the three-dimensional (3D) battlespace. This presents a challenge for planners, commanders, and troops to understand the true nature of the battlespace. This thesis shows how 3D visualization can give both operation planners and executors a better understanding of the battlespace that can augment today*s 2D systems. Automatic creation of a 3D model for an amphibious operation allows the planner to view an operation order as a whole, from different perspectives. Recommended changes can be made and their effects immediately known. Warfighters can use the same tools for mission preparation and review. The United States and NATO nations use the Land C2 Information Exchange Data Model (LC2IEDM), formally known as the Generic Hub, as a common method for exchanging data between independent systems. As part of the Scenario Authoring and Visualization for Advanced Graphical Environments (SAVAGE) project, this research presents an integrated Web access and 3D visualization strategy for Department of Defense (DOD) tactical messaging and operation orders using the Generic Hub data model and the Extensible Markup Language (XML). A number of alternative yet consistent ways to represent an amphibious operation scenario demonstrate the power, flexibility and scalability of the SAVAGE approach Today's planning and modeling systems use two-dimensional (2D) representations of the three-dimensional (3D) battlespace. This presents a challenge for planners, commanders, and troops to understand the true nature of the battlespace. This thesis shows how 3D visualization can give both operation planners and executors a better understanding of the battlespace that can augment today*s 2D systems. Automatic creation of a 3D model for an amphibious operation allows the planner to view an operation order as a whole, from different perspectives. Recommended changes can be made and their effects immediately known. Warfighters can use the same tools for mission preparation and review. The United States and NATO nations use the Land C2 Information Exchange Data Model (LC2IEDM), formally known as the Generic Hub, as a common method for exchanging data between independent systems. As part of the Scenario Authoring and Visualization for Advanced Graphical Environments (SAVAGE) project, this research presents an integrated Web access and 3D visualization strategy for Department of Defense (DOD) tactical messaging and operation orders using the Generic Hub data model and the Extensible Markup Language (XML). A number of alternative yet consistent ways to represent an amphibious operation scenario demonstrate the power, flexibility and scalability of the SAVAGE approach X3D for Advanced Modeling, http://x3dGraphics.com November 26, 2012 X3D Graphics and Distributed Interactive Simulation (DIS) Protocol 105 H-Anim thesis: Tom Miller Miller, Thomas E., Integrating Realistic Human Group Behaviors Into A Networked 3D Virtual Environment, Master's Thesis, Naval Postgraduate School, Monterey California, September 2000. MOVES curriculum. Received NPS Outstanding Academic Achievement Award for highest academic honors among Department of Defense (DoD) students. https://savage.nps.edu/Savage/documents/DisJavaVrml-HumanoidTeamsThesis-MillerSeptember2000.pdf https://savage.nps.edu/Savage/documents/DisJavaVrml-HumanoidTeamsBrief-MillerSeptember2000.ppt Abstract. Virtual humans operating inside large-scale virtual environments (VE) are typically controlled as single entities. Coordination of group activity and movement is usually the responsibility of their "real world" human controllers. Georeferencing coordinate systems, single-precision versus double-precision number representation and network delay requirements make group operations difficult. Mounting multiple humans inside shared or single vehicles, (i.e. air-assault operations, mechanized infantry operations, or small boat/riverine operations) with high fidelity is often impossible. The approach taken in this thesis is to reengineer the DIS-Java-VRML Capture the Flag game geolocated at Fort Irwin, California to allow the inclusion of human entities. Human operators are given the capability of aggregating or mounting nonhuman entities for coordinated actions. Additionally, rapid content creation of human entities is addressed through the development of a native tag set for the Humanoid Animation (H-Anim) 1.1 Specification in Extensible 3D (X3D). Conventions are demonstrated for integrating the DIS-Java-VRML and H-Anim draft standards using either VRML97 or X3D encodings. The result of this work is an interface to aggregate and control articulated humans using an existing model with a standardized motion library in a networked virtual environment. Virtual human avatars can be mounted and unmounted from aggregation entities. Simple demonstration examples show coordinated tactical maneuver among multiple humans with and without vehicles. Live 3D visualization of animated humanoids on realistic terrain is then portrayed inside freely available web browsers. Virtual humans operating inside large-scale virtual environments (VE) are typically controlled as single entities. Coordination of group activity and movement is usually the responsibility of their "real world" human controllers. Georeferencing coordinate systems, single-precision versus double-precision number representation and network delay requirements make group operations difficult. Mounting multiple humans inside shared or single vehicles, (i.e. air-assault operations, mechanized infantry operations, or small boat/riverine operations) with high fidelity is often impossible. The approach taken in this thesis is to reengineer the DIS-Java-VRML Capture the Flag game geolocated at Fort Irwin, California to allow the inclusion of human entities. Human operators are given the capability of aggregating or mounting nonhuman entities for coordinated actions. Additionally, rapid content creation of human entities is addressed through the development of a native tag set for the Humanoid Animation (H-Anim) 1.1 Specification in Extensible 3D (X3D). Conventions are demonstrated for integrating the DIS-Java-VRML and H-Anim draft standards using either VRML97 or X3D encodings. The result of this work is an interface to aggregate and control articulated humans using an existing model with a standardized motion library in a networked virtual environment. Virtual human avatars can be mounted and unmounted from aggregation entities. Simple demonstration examples show coordinated tactical maneuver among multiple humans with and without vehicles. Live 3D visualization of animated humanoids on realistic terrain is then portrayed inside freely available web browsers. X3D for Advanced Modeling, http://x3dGraphics.com November 26, 2012 X3D Graphics and Distributed Interactive Simulation (DIS) Protocol 106 A-Anim squad entering helicopter Human team preparing to enter helicopter This is another snapshot from the Miller thesis. X3D for Advanced Modeling, http://x3dGraphics.com November 26, 2012 X3D Graphics and Distributed Interactive Simulation (DIS) Protocol 107 Signals thesis: Dave Laflam Laflam, David W., 3D Visualization of Theater-Level Radio Communications Using a Networked Virtual Environment, Master's Thesis, Naval Postgraduate School, Monterey California, September 2000. MOVES curriculum. https://savage.nps.edu/Savage/documents/DisJavaVrml-SignalsVisualizationThesis-LaflamSeptember2000.pdf Abstract. The military is heavily reliant on the transfer of information among various networks in day-to-day operations. Radio-based communications networks that support this volume of information are complex, difficult to manage, and change frequently. Communications network planners need a way to clearly visualize and communicate mobile operational network capabilities, particularly to network users. By |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://x3dgraphics.com/slidesets/X3dForAdvancedModeling/DistributedInteractiveSimulation.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |