Quote:
Originally Posted by Dr.Sid
It's my own program .. it's just simulation of beam bending based on different speed of propagation. You give it speed vs. depth, sound source position and it draws 2D map (distance vs depth) of sound transfer effectivity. I'll make some user interface and will post it somewhere.
It's really simple .. while I use more or less real sound speeds, I also multiply the bending effect so it is more visible. It by no means gives realistic data. Sure it can't be used .. but maybe some sound propagation effectivity maps could be computed with this and then used in simulation.
|
Did you just make a ray tracer or do you actually solve the parabolic equation?
Quote:
Anyway it seems you know something about it. Can you list most important phenomenons ? Let's walk thru that, let's discuss tactical importance of such effects and let's talk about their implementation, both accurate and fast.
|
Computational acoustics is one area where I can get extrordinarily geeky, and the scary thing is, I'm not even close to being an expert on it.
You'll never have an "accurate" model that runs in real time. The math is too hard to do that fast. I run up against this all the time in designing professional wargames. We're forced to make approximations.
You can have a model that has some substance to it, and gives reasonable results, though. There's lots of phenomena to capture, only a few of which are in DW or else they're abstracted. The way I think about everything is in terms of a sonar equation. A sort of simplified version of a sonar equation is that detection occurs when
TL <= FOM
Some acoustic phenomema are accounted for on the transmission loss (TL) side, like sound speed profile, duct cutoff frequency, bottom loss, and surface scattering. Others are accounted for in the figure of merit (FOM) side, like ambient noise, the ability of the array to filter out extraneous sources of noise, and the operator's ability to interpret the things he sees. The best place to start making a sonar model is a sonar equation.