Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Adrian Musceac
On Thursday, December 13, 2012 01:03:45 Vivian Meazza wrote:
 Don't we need radar altitude for buildings  etc. for radar altimeters, but
 probably not trees?
 
 A radar altimeter needs to sample both the terrain and hard objects on
 it.
 
 However, I watch this work with interest: I think it might make it worth
 reviewing the AG radar that I abandoned due to the impact on frame rate,
 and lack of realistic range because not enough tiles were loaded,
 
 
 Vivian
 
 Vivian
 

Yeah... to be discussed. I don't know much about trees, except that they are 
nodes made out of a couple of vertices (I think Stuat can correct me on this).
But you're right about the buildings and radar alt.
I suggest changing the signature of FGScenery::get_elevation_m to include a 
flag: surface only, and set the traversal mask accordingly.
I will do just that today and report the results. I want this to be retro-
compatible and no changes to other code that relies on get_elevation_m.
Like I mentioned last night, not having to traverse all the random buildings, 
trees and whatnot speeds the intersect visitor result quite a lot, if only 
terrain elevation is desired.
Any comments?

Cheers,
Adrian

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[Flightgear-devel] Sound bugfix and Jenkins

2012-12-13 Thread Renk Thorsten

Forum:

 by zakalawe on Wed Dec 12, 2012 4:46 pm 
 I've pushed a fix (to SG) for the sound issue. Better to report such issues 
 via the developer list in the future, I don't check topics here.

Jenkins FlightGear-Win64-CMake build history:

 #220   (pending - All nodes of label 'x64' are offline )
 Last build (#219), 3 days 9 hr ago

Shouldn't have the fix propagated to a new Win64 binary by now?

* Thorsten
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Re: [Flightgear-devel] Sound bugfix and Jenkins

2012-12-13 Thread James Turner

On 13 Dec 2012, at 09:02, Renk Thorsten wrote:

 Jenkins FlightGear-Win64-CMake build history:
 
 #220  (pending - All nodes of label 'x64' are offline )
 Last build (#219), 3 days 9 hr ago
 
 Shouldn't have the fix propagated to a new Win64 binary by now?

Gene upgraded the Jenkins master at the weekend and it seems the Windows slaves 
haven't reconnected since. I'm travelling later today, but I'll send Gene a 
note now.

James


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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Torsten Dreyer
Hi

replying to multiple posts here, I'll try to collect and answer to some 
arguments.

First: I totally agree that our current nav/comm radio implementation is 
far from being realistic w.r.t. propagation of the radio signal close to 
or on the ground. This should be improved.

I spent an hour or two reviewing your code and I still think your 
implementation should not be merged into the code base. Let me explain why.
- Realism
Your algorithm takes into account many factors responsible for radio 
probagation. Most of those factors are unknown in our data set and we 
have to use assumptions for their values. The less data we have and the 
more assumptions we have to use, the more unrealistic the algorithm's 
result become. My definition for realism is: Does the simulator compute 
the same value as I would expect in the same situation in real life? I 
strongly doubt the algorithm together with our limited set of data can 
provide this. In some cases, the used algorithm is plain wrong as we 
know by definition (ICAO rules) the propagation of the radio signal.

- Performance
The most important limiting factor for radio propagation on VHF and up 
is question line of sight or obscured by terrain. Your approach is 
to perform terrain samples along the line between the sender and 
receiver which is expensive. My idea for the newnavradio was to traverse 
the scenegraph along the straight line between sender and receiver and 
probe for ground intersection. This is basically the functionality as 
the probe for ground elevation, which could be reused. The difference of 
performance impact is dozens or even hundrets of scenegraph traversals 
compared to just one.

- Landcover
Landcover contributes only neglible compared to terrain obscucarion to 
the loss of signal strength.

- Coding style
* You copied parts of the terrain sampler from advanced weather. Better 
reuse existing code, probably modify so it suits both usecases.
* Using long chains of if/else or switch/case makes code hard to read 
and is usually a good indication for a flaw in the software design.
* I prefer named constants instead of numbers to imporve readability.

Summary
You obviously spent a lot of time implementing the itm algorithm as a 
subsystem and I feel sorry if it is discouraging for you or other 
potential contributers that I (and I am just speaking for myself) do not 
support this contribution. My apologies for not speaking up earlier.
This implementation only adds a pseudo-realistic radio propagation 
simulation due to lack of real data at the cost of cpu intensive 
calculations and a complex new subsystem that has to be maintained over 
the time. The same pseude-realism could be achived by implementing an 
approximation for signal attenuation for line of sight and obscured 
propagation paths (probably as simple as distance-squared and 
distance-to-the-power-of-something). Neither your implementation nor my 
suggestion provides a realistic prediction of the radio signal 
quality, both are more or less approximations. It's the gain/pain ratio 
that differs significantly.

Please forgive my my clear words - it's not my intention to offend anybody.

Regards,
Torsten

Oh - one last thing:
Committing code just because somebody spent much time writing it or not 
committing would be discouraging should never be a reason to do so.

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Adrian Musceac

Hi Torsten,
Regardless of the fact that you support or not the inclusion of this new radio 
code, I have to clear up some statements which are wrong. See below.

 
 I spent an hour or two reviewing your code and I still think your
 implementation should not be merged into the code base. Let me explain why.
 - Realism
 Your algorithm takes into account many factors responsible for radio
 probagation. Most of those factors are unknown in our data set and we
 have to use assumptions for their values. The less data we have and the
 more assumptions we have to use, the more unrealistic the algorithm's
 result become. My definition for realism is: Does the simulator compute
 the same value as I would expect in the same situation in real life? I
 strongly doubt the algorithm together with our limited set of data can
 provide this. In some cases, the used algorithm is plain wrong as we
 know by definition (ICAO rules) the propagation of the radio signal.

The Longley Rice algorithm also known as the Irrregular Terrain Model is not 
plain wrong, since it is used in many applications that perform signal 
prediction on irregular terrain, with good accuracy. As far as I know, only 
Splat! is open-source, but a lot of commercial software uses this model, which 
has valid results between 40 MHz and 20 GHz. To call the algorithm plain 
wrong is a mistake in my opinion. The unknown factors and the assumptions you 
are referring to are mostly about radio gear: output power, receiver 
sensitivity, antenna gains. I have spent a lot of time reseaching avionics 
radio products to gain specs in order to cover these unknowns.

 
 - Performance
 The most important limiting factor for radio propagation on VHF and up
 is question line of sight or obscured by terrain. 

Not quite true. According to frequency, radio signals can be significantly 
diffracted over obstructions. The Longley-Rice model makes a clear distinction 
between these propagation models: Line of Sight, Single Horizon Diffraction, 
Double Horizon Diffraction, and Tropospheric Scatter. At frequencies below 140 
MHz, signals behave very differently to what you call line of sight. 
True line-of-sight also has to take into account Fresnel zones, and can only 
be talked about at 1.5 GHz and up.

 Your approach is
 to perform terrain samples along the line between the sender and
 receiver which is expensive.

True, but there is no other way to use the ITM algorithm to obtain a good 
result. I need to obtain a terrain profile, which is the reason for the 
performance issues. I have also written a simplified function which does not 
take terrain into account, for use on very long distances where terrain would 
not be a factor anymore.

 My idea for the newnavradio was to traverse
 the scenegraph along the straight line between sender and receiver and
 probe for ground intersection. This is basically the functionality as
 the probe for ground elevation, which could be reused. The difference of
 performance impact is dozens or even hundrets of scenegraph traversals
 compared to just one.

You are correct. However your results would not be the same, and would be more 
inaccurate to those generated by ITM calculations.

 
 - Landcover
 Landcover contributes only neglible compared to terrain obscucarion to
 the loss of signal strength.

Correct on lower VHF frequencies, incorrect as we move up into UHF. Can 
provide results and research papers to prove this. As far as the signal is 
line-of-sight, only intrusion into the first Fresnel zone is of interest.
When diffraction over terrain edges are involved, I can assure you landcover 
plays a big role.


 - Coding style
 * You copied parts of the terrain sampler from advanced weather. Better
 reuse existing code, probably modify so it suits both usecases.
 * Using long chains of if/else or switch/case makes code hard to read
 and is usually a good indication for a flaw in the software design.
 * I prefer named constants instead of numbers to imporve readability.

I will not discuss coding style here, only functionality.


 This implementation only adds a pseudo-realistic radio propagation
 simulation due to lack of real data

It is the most realistic radio simulation that can be obtained. Please explain 
more about lack of real data, so I know what to research further.

 at the cost of cpu intensive
 calculations and a complex new subsystem that has to be maintained over
 the time.

It's true, it's CPU intensive, and quite complex. Are you thinking only about 
recreational usage of Flightgear, or other purposes as well? I'm thinking of 
other applications besides recreational usage, but in any case, enabling this 
subsystem causes a 3-5 FPS drop on my 5 year old machine.


 The same pseude-realism could be achived by implementing an
 approximation for signal attenuation for line of sight and obscured
 propagation paths (probably as simple as distance-squared and
 distance-to-the-power-of-something).

No. I have written a 

Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Renk Thorsten
 In some cases, the used algorithm is plain wrong as we
 know by definition (ICAO rules) the propagation of the radio signal.

Um... I would like to understand this statement. The algorithm has a physics 
model in. I am no expert in radio propagation, but after doing a bit of 
reading, by usual FG standards it seems to be a fairly sophisticated one. Which 
may still yield the wrong result now and then - but how can we know reality by 
definition? I understand how to judge the quality of a physics model by 
comparison with a measurement, but I don't understand how to judge the quality 
by comparing with a definition. I mean, if a signal doesn't propagate 
physically, then you can define whatever you like, it's not going to make it 
happen.

Is it possible to educate me here?

 Does the simulator compute
 the same value as I would expect in the same situation in real life? I
 strongly doubt the algorithm together with our limited set of data can
 provide this.

I think that's not a fair question to ask. Does any rendering scheme  produce 
the light we would expect in the same situation in real life? Just barely 
sometimes, usually not. Does YaSim produce correct stall behaviour as we would 
expect in real life? I sort of doubt this. Isn't 'Is this better than the 
existing (or proposed) alternative?' rather than 'Is this 100% correct?' the 
more relevant question?

Suppose we'd implement your counter-proposal implementing a single LOS check - 
how easy would it be to come up with test cases in which this yields wrong 
results? Judging by Adrian's posts, he seems to know quite well where LOS 
doesn't work.

This may be difficult to do in practice, but at least conceptually the most 
realistic code is the one which gets most comparisons with reality right. So 
we'd really move away from single case evidence to a study of ~20 or so test 
cases in which we know the true result to say what is more realistic, otherwise 
at least I find this incredibly hard to judge. 

 This is basically the functionality as
 the probe for ground elevation, which could be reused. The difference of
 performance impact is dozens or even hundrets of scenegraph traversals
 compared to just one.

Somewhat related to the above - *if* the radio propagation model could be shown 
to be more realistic - what framerate loss would this be worth as compared to a 
faster, less realistic model? And does this question matter at all if this is 
implemented optionally - should not the user decide this?


 Neither your implementation nor my
 suggestion provides a realistic prediction of the radio signal
 quality, both are more or less approximations. It's the gain/pain ratio
 that differs significantly.

I'm sorry, I don't see that from what you have written. Is there evidence to 
suggest that a LOS algorithm would be an approximation *of the same quality* as 
far as realism is concerned? I do appreciate that it is a much faster 
approximation.

 Oh - one last thing:
 Committing code just because somebody spent much time writing it or not
 committing would be discouraging should never be a reason to do so.

I don't think I said that. I sure didn't mean it. 

My point is - suppose someone wants to write an ICBM simulation. Given the 
civil aviation nature of FG, that code has pretty much zero chance of being 
committed. It would be fair to let the person proposing to do this know that 
fact up front, and not wait a year till the code is developed and in a merge 
request.

Making someone spend a lot of time if it can be known up front that the 
contribution is going to be rejected is unfair. Being unfair sends a 
discouraging message to others. That's what I am saying.

(With regard to Adrian's code, I am well aware that factors like style, 
performance,... are also relevant).

* Thorsten
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[Flightgear-devel] Iceland textures

2012-12-13 Thread Renk Thorsten

If anyone likes flying in Iceland - the current state of Iceland regional 
texturing is now on GIT with the region-specific materials file -  use with 
Atmospheric Light Scattering, Transition Effects to max. for best effect - 
otherwise the endless lava fields and glaciers have very strong tiling 
artefacts - and procedural texturing helps a lot suppressing those.

* Thorsten
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Re: [Flightgear-devel] Sound bugfix and Jenkins

2012-12-13 Thread geneb
On Thu, 13 Dec 2012, James Turner wrote:


 On 13 Dec 2012, at 09:02, Renk Thorsten wrote:

 Jenkins FlightGear-Win64-CMake build history:

 #220 (pending - All nodes of label 'x64' are offline )
 Last build (#219), 3 days 9 hr ago

 Shouldn't have the fix propagated to a new Win64 binary by now?

 Gene upgraded the Jenkins master at the weekend and it seems the Windows 
 slaves haven't reconnected since. I'm travelling later today, but I'll 
 send Gene a note now.

The issue was caused by the failure of a DEC power controller that I had 
powering the rack.  I just checked and it's building again.

g.

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread geneb
On Thu, 13 Dec 2012, Adrian Musceac wrote:



 Please forgive my my clear words - it's not my intention to offend anybody.

 No offence taken. I understand your pain/gain argument and we agree to 
 disagree on that. The pain is now taken care of, the gain is present. 
 You are one of the project leaders, not me, so I must submit to whatever 
 decisions you take.


Um, no he's not.  He just happens to be a contributor like the rest of us. 
:)  There is no herder for the Free Range Cats that make up the FlightGear 
project. :)

Frankly, I think your addition to FlightGear is fantastic and a needed 
feature for the non-entertainment side of the house.  If the gamers don't 
like the small frame rate hit, they can just turn it off.

g.


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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Arnt Karlsen
On Wed, 12 Dec 2012 23:03:45 -, Vivian wrote in message 
001201cdd8bc$f5eb6b30$e1c24190$@lineone.net:

 Don't we need radar altitude for buildings  etc. for radar
 altimeters, but probably not trees?

..at some stage, tree canopies will be dense enough to mask 
the ground, or give double reflections, or some such.

 A radar altimeter needs to sample both the terrain and hard objects
 on it.

..tree canopies dense enough to mask the ground, are probably
hard enough to make radar vendors scare their clients from 
touching or ignoring them.

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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Arnt Karlsen
On Thu, 13 Dec 2012 16:29:49 +0200, Adrian wrote in message 
201212131629.50248.kanto...@gmail.com:

 On Thursday, December 13, 2012 15:04:16 Renk Thorsten wrote:
 
  
  Somewhat related to the above - *if* the radio propagation model
  could be shown to be more realistic - what framerate loss would
  this be worth as compared to a faster, less realistic model? And
  does this question matter at all if this is implemented optionally
  - should not the user decide this?
  
 
 Hi Thorsten, Torsten, all,
 
 Regarding the performance, you are correct, the user can decide on
 what to spend the CPU cycles.
 But for the sake of documenting this issue, I have performed a test:
 
 
 The test is performed in standard condition: on ground, all terrain
 finished loading, visibility set to 40 miles, LOD range bare 6
 meters, 3 stations tuned, each at limit of loaded terrain, approx 100
 km medium distance to them. First image shows subsystem enabled,
 second shows subsystem disabled. I have highlighted with red the
 relevant areas in the images. As always, click for details. 
 
 http://wiki.flightgear.org/File:Radio-perf7b.png  Radio subsystem
 enabled. http://wiki.flightgear.org/File:Radio-perf9b.png  Radio
 subsystem disabled. Notice DME indication has appeared.
 
 In both cases, the FPS observed was 39. In long flight tests, the FPS 
 difference is more like 3-5 from disabled to enabled.
 
 Now, regarding terrain influence, modes of propagation, and clutter
 influence on diffraction at different frequencies, you can observe
 the details on the upper left of the images. I won't get into details
 anymore, because I have done that already in a couple of messages.
 
 If anyone wishes to add more information on the subject of
 performance, I invite you to use the wiki page:
  http://wiki.flightgear.org/Talk:Radio_propagation
 
 I'm open to any other technical questions regarding the radio
 propagation algorithms used.

..maybe add a commandline suggestion so we can hope to compare
apples with apples and pears with pears etc?  
Without a commandline suggestion, you pile up all sorts of
irrelevant factors such as which runway you took off from 
etc, whereby you may load a different set of tiles, _etc_. 

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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[Flightgear-devel] ..coding style conversion ideas, was: Real-Time Radio Propagation

2012-12-13 Thread Arnt Karlsen
On Thu, 13 Dec 2012 13:04:16 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c191e179...@mbs3.ad.jyu.fi:

 (With regard to Adrian's code, I am well aware that factors like
 style, performance,... are also relevant).

..given the diverse coder background here, with ditto diverse 
coding style backgrounds, I found reason to google and wound up 
with 'Emacs coding style conversion script' and found this:
http://news.ycombinator.com/item?id=1654164 (scroll down to): 
I really wish I could find something for Emacs which 
automatically detects the style of the code I'm editing 
and switches the coding style to that.

..motivations, orthodoxy, etc:
http://www.kernel.org/doc/Documentation/CodingStyle
http://coding.smashingmagazine.com/2012/10/25/why-coding-style-matters/
http://www.yolinux.com/TUTORIALS/LinuxTutorialC++CodingStyle.html

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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] Iceland textures

2012-12-13 Thread Oliver Thurau
Hi Thorsten

With an ati 5870 on win7 64bit the transition effect is not working as
expected.
I get what is best described as fast flickering artifacts... but have a
look at the screen shoots yourself.
http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-34-02.jpg

http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-37-19.jpg

http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-41-10-13.jpg

This is with latest git from today.
Oliver

2012/12/13 Renk Thorsten thorsten.i.r...@jyu.fi


 If anyone likes flying in Iceland - the current state of Iceland regional
 texturing is now on GIT with the region-specific materials file -  use with
 Atmospheric Light Scattering, Transition Effects to max. for best effect -
 otherwise the endless lava fields and glaciers have very strong tiling
 artefacts - and procedural texturing helps a lot suppressing those.

 * Thorsten

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Adrian Musceac
On Thursday, December 13, 2012 12:44:00 Torsten Dreyer wrote:
 Hi
 - Performance
 The most important limiting factor for radio propagation on VHF and up
 is question line of sight or obscured by terrain. 

Hi again Torsten,
Apologising for keeping this subject up, but I rather enjoy technical 
discussions, especially based on tested mathematical models and data gathered 
in the field. Here is what technical knowledge has to say about line-of-
sight at VHF (or even higher frequencies):

### Terrain features, and buildings, usually attenuate signals.  (NB in some 
circumstances knife edge diffraction can enhance propagation beyond the 
horizon)### (from http://goo.gl/1la6M )

You can read more about Longley Rice there, especially the part where Longley 
Rice has been adopted as a standard by the FCC.

Now for real data gathered by me in the field, which is consistent with ITM 
plots generated for the same locations.
Case #1:
Have one radio repeater station on 145 MHz, completely obstructed by a 
mountain edge. Distance between repeater site and mountain edge: ~40 km.
As determined by me, acceptable and readable signal was present as low as 500 
meters below the mountain edge: single horizon diffraction case. The mountain 
edge had no vegetation.

Case #2:
Have one radio repeater station on 440 MHz, completely obstructed by a 
mountain edge. Distance between repeater site and mountain edge: ~50 km.
As determined by me, acceptable and readable signal was present as low as 300 
meters below the mountain edge: single horizon diffraction case. The mountain 
edge had no vegetation.


In both cases, no line of sight was ever present between the mobile station 
and the fixed station, and reflection was not possible. All signal was 
received from diffraction.
Double horizon diffraction is possible too, depending on many factors, 
including how much power are you pumping into the transmitter.
Sidney Shumate's improvements to the ITM, published in the latest IEEE 
Broadcast society newsletters, make this model the most reliable for irregular 
terrain. Unfortunately his modifications have a non commercial clause, but you 
can download, compile and test against the classic versions. Diffraction 
results will coincide with physical data gathered even more.

I think we can close the optical line-of-sight debate now.

Cheers,
Adrian


 
 Regards,
 Torsten
 


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Re: [Flightgear-devel] Iceland textures

2012-12-13 Thread Renk Thorsten
 With an ati 5870 on win7 64bit the transition effect is not working as
 expected.
 I get what is best described as fast flickering artifacts... but have a
 look at the screen shoots yourself.
 http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-34-02.jpg

 http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-40-37-19.jpg

 http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-41-10-13.jpg

Aw, that looks bad... I've never seen anything like, so my first guess would be 
that it's one of these NVIDIA vs. ATI issues (which are really tough to 
understand from my side with just NVIDIA cards available). For reference - I've 
seen it running fine on a GeForce  8600M and on a GeForce GTX 670M. No idea 
what Stuart runs.

This may be too much to be asked, but:

* any errors thrown to the console?
* do the artefacts go away if you select different quality values for the 
transition and landmass effects? If yes, at what values does this happen?
* are other effects (urban, water,...) in the Atmospheric Scattering framework 
working correctly?
* do you know when the problem appeared - was it specifically after the Iceland 
commit, or since procedural texturing was introduced in summer?
* are there terrain types which do not show flickering, if so which ones?

* Thorsten
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