Visual Simulation
Detailed Outline
- Visual Simulation Overview
- Visual Simulation History and Current Trends
- Uses in Distributed Simulation
- Visual Simulation in the Gaming Industry
- Examples of Visual Simulation
- Out-the-Window and Map Display Applications
- Virtual Reality
- Commercial Simulation Applications (Games!)
- Visual Simulation Architecture
- Visual and Sensor Displays
- Vehicle Dynamics & Physics-Based Models
- Human Machine Interfaces
- Instructor Operator Stations
- Basic Visual Technology
- 2D Graphics
- Graphical Components & Terminology
- Vector Graphics, Rasterization & Scaling
- Layered Representations
- 3D Graphics
- Eye Points, Materials and Lighting
- Texture Patterns and MIP Maps
- Scene and Depth Complexity Issues
- Multiple Levels of Detail
- What is a Graphics Pipeline?
- Single vs. Double Buffered Graphics
- Visual Special Effects
- Hardware
- Building a Basic Hardware Specification
- Polygon & Fill Rates
- What are Channels & Pipes?
- Hardware & Graphics Driver Issues
- Turnkey Solutions
- Dedicated Image Generators
- Unix & PC-based Solutions
- Home Video Game Hardware
- Display Devices
- Flat Panel Displays & Traditional CRT's
- Helmet Mounted & Stereoscopic Displays
- Projection-based Solutions
- Input/Control Devices
- Head & Eye Trackers
- Analog & Digital I/O Solutions
- Databases
- Typical Visual Data Sets
- Terrain Databases & Visual Models
- Establishing Data Specification
- What Does the Gaming Industry Use?
- The SEDRIS Program
- Exchanging Synthetic Environment Data
- SEDRIS Data Representation Model
- Environmental Data Coding Specification
- Spatial Reference Model
- Visual Software Platforms
- Rendering Libraries
- Scene Graph Api Architectures
- Performer™ and OpenGVS™
- Open Source Scene Graphs
- Content Generation Tools
- Polygon Editors
- Image/Texture Editors
- Photoshop™ , Paintshop™ and more
- Terrain Database Generation
- Simulation Development Issues
- Connectivity with Simulation Models
- How to Interface & Data to Share?
- Visual System Services
- Consistent Network Representations
- Dead Reckoning & Coordinate Systems
- Visual Synchronization
- Representing the Human
- Future Directions in Visual Technology
- How to Reduce the Costs of Keeping Up
- Data Sources
- Goventment Agencies & Projects
- MSRR, NIMA, MEL and Others
- Commercial and Academic Data Sources