View Single Post
Old 12-09-14, 11:02 PM   #17
magicstix
Captain
 
Join Date: Aug 2011
Location: Nuclear submarine under the North Pole
Posts: 481
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by TheGeoff View Post
Very interesting!

When I started implementing sonar / acoustics modelling in my sim, I spoke to a couple of ex-submariners, did some research and basically found that truly accurate simulation of underwater acoustics would be almost impossible - there are just too many factors to consider. The temperature of the water, turbulence, currents, the material of the seabed (rock, sand, silt), the frequencies of the sounds involved, and so on... I coded my own fairly simple, abstracted model in the end.

I'm extremely interested to see what you come up with - you're clearly taking a far more mathematical approach, and making use of some pretty powerful libraries. Best of luck, this is definitely a project to watch!
It's not impossible; it just takes a lot of computing horsepower. The only model accurate at all frequencies is essentially a finite difference model that marches out in range. A lot of simplifications of acoustic propagation have been made to speed things up, but they only work in certain environments. The biggest problem is low frequencies and high frequencies behave very differently.
magicstix is offline   Reply With Quote