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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#25 |
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![]() Join Date: Aug 2006
Location: Frozen plans of ND
Posts: 17
Downloads: 3
Uploads: 0
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Dr. Sid, I agree with all of your ideas for more realistic sonar environment. A few interesting items, would be the ability to detect other contacts from the reflections from other vessels active sonar emissions. I wouldn't expect a real accurate range based on the fact that the ownship wouldn't know the exact time the active pulse was transmitted, but you should be able to at least detect reflections and get a bearing.
You mentioned you wanted to use ray tracing, but it is too expensive. Maybe there are some optimizations/compromises that can be made. For example, only perform the ray-tracing from a noise source to ships that may be listening. For example, if there is a sub X nm from the noise source, but the sub is traveling too fast to pick up the signal, then you could optimize that ray away. I know NVidia did a demo recently of a real time ray traced scene. I don't recall the resolution, but it was higher than 1280x1024. Although I believe that was on a quad GPU setup. I guess my point is, it would be nice to built the engine with the ability to support ray tracing and a table based system. If you can't hit the performance goals on a certain platform, you fall back to the table based system. But if you have a powerful enough system, you could use the ray tracing scheme. |
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