Modeling of Real-Time Dynamic Effects
Abstract
Distributed three dimensional combat simulation systems such as the Naval Postgraduate School's NPSNET project lack many of the characteristic effects of the live battlefield. This deficiency is the problem we sought to eliminate. Our approach to solving this absence of effects was to evaluate previous work performed in this area and incorporate aspects of this research that would assist in creating believable effects capable of running in real- time. This thesis focuses on simulating three elements of these war zones - realistic clouds both from an internal and external viewpoint which move due to gridded wind vectors, incorporation of a recording and transmission process for dynamic terrain effects through the implementation of the Distributed Interactive Simulation (DIS) protocol's recently approved Destructible Entity protocol data units (PDUs), and physically-based explosions. The result of this research is a set of effects' simulators available for further studying of and experimenting with modifications to these implementations. These programs also provide users with frame rate feedback regarding their modifications to the effects. Furthermore, the cloud implementations and explosive effects are too computationally expensive to be incorporated within complex simulators such as NPSNET. Graphics, Clouds, Distributed interactive simulation (DIS) protocol, Dynamic terrain, Explosions.
Document Details
- Document Type
- Technical Report
- Publication Date
- Sep 01, 1994
- Accession Number
- ADA286017
Entities
People
- Anne E. Watt
Organizations
- Naval Postgraduate School