Real-time dynamic PC image generation techniques for high performance and high dynamic range fidelity

被引:2
作者
Bunfield, Dennis H. [1 ]
Trimble, Darian E. [1 ]
Fronckowiak, Thomas, Jr. [1 ]
Ballard, Gary [2 ]
Morris, Joseph [2 ]
机构
[1] Davidson Technol Inc, 530 Discovery Dr, Huntsville, AL 35806 USA
[2] US Army, Aviat & Missile Res Dev & Engn Ctr AMRDEC, Redstone Arsenal, AL 35898 USA
来源
TECHNOLOGIES FOR SYNTHETIC ENVIRONMENTS: HARDWARE-IN-THE-LOOP TESTING XIII | 2008年 / 6942卷
关键词
real-time; PC; Joint Scientific Image Generator ([!text type='JS']JS[!/text]IG); scene generation; nested zoom anti-aliasing (NZAA); GPU vertex and fragment shaders; IGStudio; OpenSceneGraph; OpenGL; high dynamic range (HDR); frame buffer object (FBO);
D O I
10.1117/12.782445
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
AMRDEC has developed and implemented new techniques for rendering real-time 32-bit floating point energy-conserved dynamic scenes using commercial-off-the-shelf (COTS) Personal Computer (PC) based hardware and high performance nVidia Graphics Processing Units (GPU). The AMRDEC IGStudio rendering framework with the real-time Joint Scientific Image Generator (JSIG) core has been integrated into numerous AMRDEC Hardware-in-the-loop (HWIL) facilities, successfully replacing the lower fidelity legacy SGI hardware and software. JSIG uses high dynamic range unnormalized radiometric 32-bit floating point rendering through the use of GPU frame buffer objects (FBOs). A high performance nested zoom anti-aliasing (NZAA) technique was developed to address performance and geometric errors of past zoom anti-aliasing (ZAA) implementations. The NZAA capability for multi-object and occluded object representations includes: cluster ZAA, object ZAA, sub-object ZAA, and point source generation for unresolved objects. This technique has an optimal 128x128 pixel asymmetrical field-of-view zoom. The current NZAA capability supports up to 8 objects in real-time with a near future capability of increasing to a theoretical 128 objects in real-time. JSIG performs other dynamic entity effects which are applied in vertex and fragment shaders. These effects include floating point dynamic signature application, dynamic model ablation heating models, and per-material thermal emissivity roll-off interpolated on a per-pixel zoomed window basis. JSIG additionally performs full scene per-pixel effects in a post render process. These effects include real-time convolutions, optical scene corrections, per-frame calibrations, and energy distribution blur used to compensate for projector element energy limitations.
引用
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页数:18
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