Re: [Flightgear-devel] Object avoidance

2008-02-23 Thread Vivian Meazza

I wrote:

 Subject: Re: [Flightgear-devel] Object avoidance
 
 
 Lee
  Subject: Re: [Flightgear-devel] Object avoidance
  
  
  On Sunday 17 February 2008 11:35, Vivian Meazza wrote:
   Markus
  
Subject: Re: [Flightgear-devel] Object avoidance
   
LeeE wrote:
 On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
 * R. van Steenbergen -- Friday 15 February 2008:
 Melchior FRANZ wrote:
 ...you could abuse that by
 launching an invisible, lightweight, and very fast 
 submodel,
 and check where and at which altitude it lands.

 Don't they call that 'radar' in real life? :) (The 
 very fast,
 lightweight submodels being microwave photons in that
 case)

 Hehe, yes. Except that ours don't come back. And I'm not
   
sure if they
   
 collide with static/random buildings. They hardly do with
   
trees. Hmm
   
 ... cows?

 m.

 Markus Zojer has used this technique for the TFA
  functions in the
 B-1B.  I had a look at it and experimented with it when
  I wanted
 to add TFA to a couple of aircraft I've done - it's a very
 appealing approach because it's almost like simulating a real 
 radar.

 I had a play with the technique but hit some problems with it,
 mainly because the trajectory of the submodels is 
 fixed to the 
 pitch of the aircraft.  I found it fine while the 
  aircraft was in
 level flight but I hit some issues when the aircraft
  was pitched
 up or down to any significant degree and in the end I
  decided to
 use the Nasal geo functions instead.
   
I am still working on the terrain following function,
  rewriting it
completely for the 3rd time and again used the real radar
approach, as you are not dependent in the scanning 
  resolution of the
geo properties. The fixed radar beam (submodels) could 
 be refined 
if we would add the property absolute to the pitch angle of the 
submodel  (so the submodel
leaves the plane at always the same pitch angle).
   
Due to the ongoing environment development in OSG, now low level
flying is really flashing :)
   
Expect the new version included in the next release (coming
hopefully within the next 10 days).
   
Fly on,
Markus
   
 As I mentioned previously, the geo functions do interact with
 static buildings and structures, as long as the 
 scanning scheme 
 has a high enough resolution to ensure sampling them - 
  I haven't
 tried with random objects though - still on OSG 2.2
  here and the
 performance hit when using
 OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too great here.

 I have noticed that pylons are not detected and I would
  doubt that
 trees are detected either, presumably because they have
  no area.
 The pylons are made with line objects that have no
  width and the
 trees, at least in plan, also have no width, so it'll be very
 unlikely to hit the exact point where they are in any 
 scanning 
 scheme.  Adding a transparent horizontal plane poly to 
  the top of
 these objects probably would make it work, but not only
  would it
 increase the render load but also probably introduce more
 transparency render artifacts and ordering issues.
  
   OK I can give you submodels which are stabilised in pitch
  within a few
   days, if this is really a good approach - submodels are a 
 big frame
   rate hit.
  
   Would an alternative be to duplicate the code which calculates the
   ground intersection for submodels, without the cost of 
 flying the 
   submodel? This approach would take more coding, but might be less 
   frame rate intensive. However, the methods which are used 
  are some of
   the most frame rate heavy around so perhaps in practice not too
   different.
  
   Vivian
  
  It is an attractive approach because it is very similar to the way
  that real radar works and it's fun to add a visible model to the 
  pulses so you can see them:)
  
  Some of the problems I found with it though, include the high
  submodel overhead.  Even in level flight I found I needed to 'fire' 
  pulses in a vertical fan, both above and below the line of flight, 
  to ensure detection of higher ground, especially if the aircraft is 
  pitched down to any significant degree.  However, if there isn't 
  any higher ground within range, which will be the case unless you 
  only fly in mountainous regions, a high proportion of the pulses 
  will never hit anything and will only expire at the end of their 
  lifetime - this seemed like an unnecessary overhead.
  
  I also hit some problems with the resolution of the pulses, this
  seeming to be tied to the pulse speed, the aircraft speed and the 
  frame-rate, because the location of the pulse can only be checked 
  once per frame.  For example, if you use a pulse speed of 1m/s 
  and you are running at 20fps the effective resolution of the pulses

Re: [Flightgear-devel] Object avoidance

2008-02-19 Thread alexis bory
LeeE wrote:
  On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
  Hi, I'm doing some simulations of a airship using the aerosim
  blockset and the flightgear. It is usefull if there is a may to get
  the information of the scenery buildings so we can avoid these
  building in the simulation. I was reading one of your answers and I
  got interested in how can I send these information to the blockset.
  Can you help me with that?

  I found, while working on a terrain following/avoidance system for
  some of the aircraft I've done, that the Nasal geo.elevation(lat,
  lon) function will return the height of buildings or other
  structures e.g. bridges located at that lat,lon.

  There are not any in-built FG scanning schemes/mechanisms though, so
  you'll have to design and implement one in Nasal to fit your needs.

  Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the simple
  look-ahead scanning schemes I've done. Both of the schemes I've used
  just perform a single track look-ahead scan, compensated for yaw but
  not for turning flight (yet).

  LeeE

I don't know if it could be useful or just pertinent, but I modeled one 
of the features of the Intruder's Terrain avoidance radar. It displays 
the ground elevations relative to the aircraft's datum line. the radar 
shadow is also computed.

Have a look at the A-6E the display is just under the video Attitude 
Indicator. Any comment welcome.

Cheers,

Alexis

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Re: [Flightgear-devel] Object avoidance

2008-02-19 Thread LeeE
On Tuesday 19 February 2008 20:05, alexis bory wrote:
 LeeE wrote:
   On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
   Hi, I'm doing some simulations of a airship using the aerosim
   blockset and the flightgear. It is usefull if there is a may
   to get the information of the scenery buildings so we can
   avoid these building in the simulation. I was reading one of
   your answers and I got interested in how can I send these
   information to the blockset. Can you help me with that?
 
   I found, while working on a terrain following/avoidance system
  for some of the aircraft I've done, that the Nasal
  geo.elevation(lat, lon) function will return the height of
  buildings or other structures e.g. bridges located at that
  lat,lon.
 
   There are not any in-built FG scanning schemes/mechanisms
  though, so you'll have to design and implement one in Nasal to
  fit your needs.
 
   Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the
  simple look-ahead scanning schemes I've done. Both of the
  schemes I've used just perform a single track look-ahead scan,
  compensated for yaw but not for turning flight (yet).
 
   LeeE

 I don't know if it could be useful or just pertinent, but I
 modeled one of the features of the Intruder's Terrain avoidance
 radar. It displays the ground elevations relative to the
 aircraft's datum line. the radar shadow is also computed.

 Have a look at the A-6E the display is just under the video
 Attitude Indicator. Any comment welcome.

 Cheers,

 Alexis

That looks pretty neat - nice aircraft Alexis.

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-18 Thread Vivian Meazza
Lee
 Subject: Re: [Flightgear-devel] Object avoidance
 
 
 On Sunday 17 February 2008 11:35, Vivian Meazza wrote:
  Markus
 
   Subject: Re: [Flightgear-devel] Object avoidance
  
   LeeE wrote:
On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
* R. van Steenbergen -- Friday 15 February 2008:
Melchior FRANZ wrote:
...you could abuse that by
launching an invisible, lightweight, and very fast submodel, 
and check where and at which altitude it lands.
   
Don't they call that 'radar' in real life? :) (The very fast, 
lightweight submodels being microwave photons in that
case)
   
Hehe, yes. Except that ours don't come back. And I'm not
  
   sure if they
  
collide with static/random buildings. They hardly do with
  
   trees. Hmm
  
... cows?
   
m.
   
Markus Zojer has used this technique for the TFA 
 functions in the 
B-1B.  I had a look at it and experimented with it when 
 I wanted 
to add TFA to a couple of aircraft I've done - it's a very 
appealing approach because it's almost like simulating a real 
radar.
   
I had a play with the technique but hit some problems with it, 
mainly because the trajectory of the submodels is fixed to the 
pitch of the aircraft.  I found it fine while the 
 aircraft was in 
level flight but I hit some issues when the aircraft 
 was pitched 
up or down to any significant degree and in the end I 
 decided to 
use the Nasal geo functions instead.
  
   I am still working on the terrain following function, 
 rewriting it 
   completely for the 3rd time and again used the real radar 
   approach, as you are not dependent in the scanning 
 resolution of the 
   geo properties. The fixed radar beam (submodels) could be refined
   if we would add the
   property absolute to the pitch angle of the submodel  (so the
   submodel
   leaves the plane at always the same pitch angle).
  
   Due to the ongoing environment development in OSG, now low level 
   flying is really flashing :)
  
   Expect the new version included in the next release (coming 
   hopefully within the next 10 days).
  
   Fly on,
   Markus
  
As I mentioned previously, the geo functions do interact with 
static buildings and structures, as long as the scanning scheme 
has a high enough resolution to ensure sampling them - 
 I haven't 
tried with random objects though - still on OSG 2.2 
 here and the 
performance hit when using 
OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too great here.
   
I have noticed that pylons are not detected and I would 
 doubt that 
trees are detected either, presumably because they have 
 no area. 
The pylons are made with line objects that have no 
 width and the 
trees, at least in plan, also have no width, so it'll be very 
unlikely to hit the exact point where they are in any scanning 
scheme.  Adding a transparent horizontal plane poly to 
 the top of 
these objects probably would make it work, but not only 
 would it 
increase the render load but also probably introduce more 
transparency render artifacts and ordering issues.
 
  OK I can give you submodels which are stabilised in pitch 
 within a few 
  days, if this is really a good approach - submodels are a big frame 
  rate hit.
 
  Would an alternative be to duplicate the code which calculates the 
  ground intersection for submodels, without the cost of flying the 
  submodel? This approach would take more coding, but might be less 
  frame rate intensive. However, the methods which are used 
 are some of 
  the most frame rate heavy around so perhaps in practice not too 
  different.
 
  Vivian
 
 It is an attractive approach because it is very similar to the way 
 that real radar works and it's fun to add a visible model to the 
 pulses so you can see them:)
 
 Some of the problems I found with it though, include the high 
 submodel overhead.  Even in level flight I found I needed to 'fire' 
 pulses in a vertical fan, both above and below the line of flight, 
 to ensure detection of higher ground, especially if the aircraft is 
 pitched down to any significant degree.  However, if there isn't 
 any higher ground within range, which will be the case unless you 
 only fly in mountainous regions, a high proportion of the pulses 
 will never hit anything and will only expire at the end of their 
 lifetime - this seemed like an unnecessary overhead.
 
 I also hit some problems with the resolution of the pulses, this 
 seeming to be tied to the pulse speed, the aircraft speed and the 
 frame-rate, because the location of the pulse can only be checked 
 once per frame.  For example, if you use a pulse speed of 1m/s 
 and you are running at 20fps the effective resolution of the pulses 
 (if the aircraft is stationary) will be 1/20 = 500m.
 
 Furthermore, once the aircraft speed is added to the pulse speed, 
 because the pulse speed is relative

Re: [Flightgear-devel] Object avoidance

2008-02-18 Thread ricardo freitasfilho
On Feb 15, 2008 11:59 AM, LeeE [EMAIL PROTECTED] wrote:

 On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
  Hi,
  I'm doing some simulations of a airship using the aerosim
  blockset and the flightgear. It is usefull if there is a may to
  get the information of the scenery buildings so we can avoid
  these building in the simulation. I was reading one of your
  answers and I got interested in how can I send these information
  to the blockset. Can you help me with that?

 I found, while working on a terrain following/avoidance system for
 some of the aircraft I've done, that the Nasal geo.elevation(lat,
 lon) function will return the height of buildings or other
 structures e.g. bridges located at that lat,lon.

 There are not any in-built FG scanning schemes/mechanisms though, so
 you'll have to design and implement one in Nasal to fit your needs.

 Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the simple
 look-ahead scanning schemes I've done.  Both of the schemes I've
 used just perform a single track look-ahead scan, compensated for
 yaw but not for turning flight (yet).

 LeeE

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The nasal archive wish you are saying in the BAC-TSR2-tfa right?  I don't
realy know how to do a nasal archive but I'm going to study that. How whould
I be able to send that information for Matlab? Can you help me with that? I
only have 1 week to get that done.
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Re: [Flightgear-devel] Object avoidance

2008-02-18 Thread LeeE
On Monday 18 February 2008 16:36, ricardo freitasfilho wrote:
 On Feb 15, 2008 11:59 AM, LeeE [EMAIL PROTECTED] wrote:
  On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
   Hi,
   I'm doing some simulations of a airship using the aerosim
   blockset and the flightgear. It is usefull if there is a may
   to get the information of the scenery buildings so we can
   avoid these building in the simulation. I was reading one of
   your answers and I got interested in how can I send these
   information to the blockset. Can you help me with that?
 
  I found, while working on a terrain following/avoidance system
  for some of the aircraft I've done, that the Nasal
  geo.elevation(lat, lon) function will return the height of
  buildings or other structures e.g. bridges located at that
  lat,lon.
 
  There are not any in-built FG scanning schemes/mechanisms
  though, so you'll have to design and implement one in Nasal to
  fit your needs.
 
  Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the
  simple look-ahead scanning schemes I've done.  Both of the
  schemes I've used just perform a single track look-ahead scan,
  compensated for yaw but not for turning flight (yet).
 
  LeeE

 The nasal archive wish you are saying in the BAC-TSR2-tfa right? 
 I don't realy know how to do a nasal archive but I'm going to
 study that. How whould I be able to send that information for
 Matlab? Can you help me with that? I only have 1 week to get that
 done.

Yup - it's in the cvs versions of the B-52F, BAC-TSR2  SU-37.  The 
BAC-TSR2 is the best 'tuned' though - it's pretty accurate down to 
100ft and will handle rolling terrain at 50ft.  The B-52F  SU-37 
aren't as highly tuned and are better off at = 100ft.  This is 
down to controller tuning issues though and not the principles.

I'm a bit short of time right now but start by grepping through the 
BAC-TSR2 folder for 'tfa' to get an idea where it's referenced and 
identify the necessary files.  Actually, the SU-37 might be easier 
to follow as it was a quick addition and I think I merged a couple 
of the relevant Nasal files.  The BAC-TSR2 includes a couple of 2D 
diagnostic instruments to help TFA monitoring.

If you can't figure it out from that, get back to me and I'll pick 
out the specific bits you need to add.

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-17 Thread Markus Zojer
LeeE wrote:
 On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
   
 * R. van Steenbergen -- Friday 15 February 2008:
 
 Melchior FRANZ wrote:
   
 ...you could abuse that by
 launching an invisible, lightweight, and very fast submodel,
 and check where and at which altitude it lands.
 
 Don't they call that 'radar' in real life? :) (The very fast,
 lightweight submodels being microwave photons in that case)
   
 Hehe, yes. Except that ours don't come back. And I'm not sure
 if they collide with static/random buildings. They hardly do
 with trees. Hmm ... cows?

 m.
 

 Markus Zojer has used this technique for the TFA functions in the 
 B-1B.  I had a look at it and experimented with it when I wanted to 
 add TFA to a couple of aircraft I've done - it's a very appealing 
 approach because it's almost like simulating a real radar.

 I had a play with the technique but hit some problems with it, 
 mainly because the trajectory of the submodels is fixed to the 
 pitch of the aircraft.  I found it fine while the aircraft was in 
 level flight but I hit some issues when the aircraft was pitched up 
 or down to any significant degree and in the end I decided to use 
 the Nasal geo functions instead.

   
I am still working on the terrain following function, rewriting it 
completely for the 3rd time and again used the real radar approach, as 
you are not dependent in the scanning resolution of the geo properties.
The fixed radar beam (submodels) could be refined if we would add the 
property absolute to the pitch angle of the submodel  (so the submodel 
leaves the plane at always the same pitch angle).

Due to the ongoing environment development in OSG, now low level flying 
is really flashing :)

Expect the new version included in the next release (coming  hopefully 
within the next 10 days).

Fly on,
Markus
 As I mentioned previously, the geo functions do interact with static 
 buildings and structures, as long as the scanning scheme has a high 
 enough resolution to ensure sampling them - I haven't tried with 
 random objects though - still on OSG 2.2 here and the performance 
 hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
 great here.

 I have noticed that pylons are not detected and I would doubt that 
 trees are detected either, presumably because they have no area.  
 The pylons are made with line objects that have no width and the 
 trees, at least in plan, also have no width, so it'll be very 
 unlikely to hit the exact point where they are in any scanning 
 scheme.  Adding a transparent horizontal plane poly to the top of 
 these objects probably would make it work, but not only would it 
 increase the render load but also probably introduce more 
 transparency render artifacts and ordering issues.

 LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-17 Thread Vivian Meazza
Markus

 Subject: Re: [Flightgear-devel] Object avoidance
 
 
 LeeE wrote:
  On Friday 15 February 2008 17:08, Melchior FRANZ wrote:

  * R. van Steenbergen -- Friday 15 February 2008:
  
  Melchior FRANZ wrote:

  ...you could abuse that by
  launching an invisible, lightweight, and very fast submodel, and 
  check where and at which altitude it lands.
  
  Don't they call that 'radar' in real life? :) (The very fast, 
  lightweight submodels being microwave photons in that case)

  Hehe, yes. Except that ours don't come back. And I'm not 
 sure if they 
  collide with static/random buildings. They hardly do with 
 trees. Hmm 
  ... cows?
 
  m.
  
 
  Markus Zojer has used this technique for the TFA functions in the
  B-1B.  I had a look at it and experimented with it when I wanted to 
  add TFA to a couple of aircraft I've done - it's a very appealing 
  approach because it's almost like simulating a real radar.
 
  I had a play with the technique but hit some problems with it,
  mainly because the trajectory of the submodels is fixed to the 
  pitch of the aircraft.  I found it fine while the aircraft was in 
  level flight but I hit some issues when the aircraft was pitched up 
  or down to any significant degree and in the end I decided to use 
  the Nasal geo functions instead.
 

 I am still working on the terrain following function, rewriting it 
 completely for the 3rd time and again used the real radar 
 approach, as 
 you are not dependent in the scanning resolution of the geo 
 properties. The fixed radar beam (submodels) could be refined 
 if we would add the 
 property absolute to the pitch angle of the submodel  (so the 
 submodel 
 leaves the plane at always the same pitch angle).
 
 Due to the ongoing environment development in OSG, now low 
 level flying 
 is really flashing :)
 
 Expect the new version included in the next release (coming  
 hopefully 
 within the next 10 days).
 
 Fly on,
 Markus
  As I mentioned previously, the geo functions do interact with static
  buildings and structures, as long as the scanning scheme has a high 
  enough resolution to ensure sampling them - I haven't tried with 
  random objects though - still on OSG 2.2 here and the performance 
  hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
  great here.
 
  I have noticed that pylons are not detected and I would doubt that
  trees are detected either, presumably because they have no area.  
  The pylons are made with line objects that have no width and the 
  trees, at least in plan, also have no width, so it'll be very 
  unlikely to hit the exact point where they are in any scanning 
  scheme.  Adding a transparent horizontal plane poly to the top of 
  these objects probably would make it work, but not only would it 
  increase the render load but also probably introduce more 
  transparency render artifacts and ordering issues.
 

OK I can give you submodels which are stabilised in pitch within a few days,
if this is really a good approach - submodels are a big frame rate hit.

Would an alternative be to duplicate the code which calculates the ground
intersection for submodels, without the cost of flying the submodel? This
approach would take more coding, but might be less frame rate intensive.
However, the methods which are used are some of the most frame rate heavy
around so perhaps in practice not too different. 

Vivian 



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Re: [Flightgear-devel] Object avoidance

2008-02-17 Thread LeeE
On Sunday 17 February 2008 11:35, Vivian Meazza wrote:
 Markus

  Subject: Re: [Flightgear-devel] Object avoidance
 
  LeeE wrote:
   On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
   * R. van Steenbergen -- Friday 15 February 2008:
   Melchior FRANZ wrote:
   ...you could abuse that by
   launching an invisible, lightweight, and very fast
   submodel, and check where and at which altitude it lands.
  
   Don't they call that 'radar' in real life? :) (The very
   fast, lightweight submodels being microwave photons in that
   case)
  
   Hehe, yes. Except that ours don't come back. And I'm not
 
  sure if they
 
   collide with static/random buildings. They hardly do with
 
  trees. Hmm
 
   ... cows?
  
   m.
  
   Markus Zojer has used this technique for the TFA functions in
   the B-1B.  I had a look at it and experimented with it when I
   wanted to add TFA to a couple of aircraft I've done - it's a
   very appealing approach because it's almost like simulating a
   real radar.
  
   I had a play with the technique but hit some problems with
   it, mainly because the trajectory of the submodels is fixed
   to the pitch of the aircraft.  I found it fine while the
   aircraft was in level flight but I hit some issues when the
   aircraft was pitched up or down to any significant degree and
   in the end I decided to use the Nasal geo functions instead.
 
  I am still working on the terrain following function, rewriting
  it completely for the 3rd time and again used the real radar
  approach, as
  you are not dependent in the scanning resolution of the geo
  properties. The fixed radar beam (submodels) could be refined
  if we would add the
  property absolute to the pitch angle of the submodel  (so the
  submodel
  leaves the plane at always the same pitch angle).
 
  Due to the ongoing environment development in OSG, now low
  level flying
  is really flashing :)
 
  Expect the new version included in the next release (coming
  hopefully
  within the next 10 days).
 
  Fly on,
  Markus
 
   As I mentioned previously, the geo functions do interact with
   static buildings and structures, as long as the scanning
   scheme has a high enough resolution to ensure sampling them -
   I haven't tried with random objects though - still on OSG 2.2
   here and the performance hit when using
   OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too great here.
  
   I have noticed that pylons are not detected and I would doubt
   that trees are detected either, presumably because they have
   no area. The pylons are made with line objects that have no
   width and the trees, at least in plan, also have no width, so
   it'll be very unlikely to hit the exact point where they are
   in any scanning scheme.  Adding a transparent horizontal
   plane poly to the top of these objects probably would make it
   work, but not only would it increase the render load but also
   probably introduce more transparency render artifacts and
   ordering issues.

 OK I can give you submodels which are stabilised in pitch within
 a few days, if this is really a good approach - submodels are a
 big frame rate hit.

 Would an alternative be to duplicate the code which calculates
 the ground intersection for submodels, without the cost of
 flying the submodel? This approach would take more coding, but
 might be less frame rate intensive. However, the methods which
 are used are some of the most frame rate heavy around so perhaps
 in practice not too different.

 Vivian

It is an attractive approach because it is very similar to the way 
that real radar works and it's fun to add a visible model to the 
pulses so you can see them:)

Some of the problems I found with it though, include the high 
submodel overhead.  Even in level flight I found I needed to 'fire' 
pulses in a vertical fan, both above and below the line of flight, 
to ensure detection of higher ground, especially if the aircraft is 
pitched down to any significant degree.  However, if there isn't 
any higher ground within range, which will be the case unless you 
only fly in mountainous regions, a high proportion of the pulses 
will never hit anything and will only expire at the end of their 
lifetime - this seemed like an unnecessary overhead.

I also hit some problems with the resolution of the pulses, this 
seeming to be tied to the pulse speed, the aircraft speed and the 
frame-rate, because the location of the pulse can only be checked 
once per frame.  For example, if you use a pulse speed of 1m/s 
and you are running at 20fps the effective resolution of the pulses 
(if the aircraft is stationary) will be 1/20 = 500m.

Furthermore, once the aircraft speed is added to the pulse speed, 
because the pulse speed is relative to the aircraft speed, the 
resolution reduces as airspeed increases (this is also a factor in 
the Nasal geo solution I've done but in 'continuous' mode it is 
ameliorated to a large degree by multiple scans of the same area 
and in practice

Re: [Flightgear-devel] Object avoidance

2008-02-17 Thread Lee Duke
Has anyone tried integrating this radar with standard terrain models 
such as those from the DMA? Also, it seems that integrating a 
realistic radar simulation feature into FlightGear is valuable even if 
it runs a little slow, because having such a model would provide 
developers an open source, low-cost platform for testing TF/TA systems. 
I can certainly imagine many uses for such a feature with the emergence 
of UAS for so many applications.


Lee

LeeE wrote:

On Sunday 17 February 2008 11:35, Vivian Meazza wrote:
  

Markus



Subject: Re: [Flightgear-devel] Object avoidance

LeeE wrote:
  

On Friday 15 February 2008 17:08, Melchior FRANZ wrote:


* R. van Steenbergen -- Friday 15 February 2008:
  

Melchior FRANZ wrote:


...you could abuse that by
launching an invisible, lightweight, and very fast
submodel, and check where and at which altitude it lands.
  

Don't they call that 'radar' in real life? :) (The very
fast, lightweight submodels being microwave photons in that
case)


Hehe, yes. Except that ours don't come back. And I'm not
  

sure if they

  

collide with static/random buildings. They hardly do with
  

trees. Hmm

  

... cows?

m.
  

Markus Zojer has used this technique for the TFA functions in
the B-1B.  I had a look at it and experimented with it when I
wanted to add TFA to a couple of aircraft I've done - it's a
very appealing approach because it's almost like simulating a
real radar.

I had a play with the technique but hit some problems with
it, mainly because the trajectory of the submodels is fixed
to the pitch of the aircraft.  I found it fine while the
aircraft was in level flight but I hit some issues when the
aircraft was pitched up or down to any significant degree and
in the end I decided to use the Nasal geo functions instead.


I am still working on the terrain following function, rewriting
it completely for the 3rd time and again used the real radar
approach, as
you are not dependent in the scanning resolution of the geo
properties. The fixed radar beam (submodels) could be refined
if we would add the
property absolute to the pitch angle of the submodel  (so the
submodel
leaves the plane at always the same pitch angle).

Due to the ongoing environment development in OSG, now low
level flying
is really flashing :)

Expect the new version included in the next release (coming
hopefully
within the next 10 days).

Fly on,
Markus

  

As I mentioned previously, the geo functions do interact with
static buildings and structures, as long as the scanning
scheme has a high enough resolution to ensure sampling them -
I haven't tried with random objects though - still on OSG 2.2
here and the performance hit when using
OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too great here.

I have noticed that pylons are not detected and I would doubt
that trees are detected either, presumably because they have
no area. The pylons are made with line objects that have no
width and the trees, at least in plan, also have no width, so
it'll be very unlikely to hit the exact point where they are
in any scanning scheme.  Adding a transparent horizontal
plane poly to the top of these objects probably would make it
work, but not only would it increase the render load but also
probably introduce more transparency render artifacts and
ordering issues.


OK I can give you submodels which are stabilised in pitch within
a few days, if this is really a good approach - submodels are a
big frame rate hit.

Would an alternative be to duplicate the code which calculates
the ground intersection for submodels, without the cost of
flying the submodel? This approach would take more coding, but
might be less frame rate intensive. However, the methods which
are used are some of the most frame rate heavy around so perhaps
in practice not too different.

Vivian



It is an attractive approach because it is very similar to the way 
that real radar works and it's fun to add a visible model to the 
pulses so you can see them:)


Some of the problems I found with it though, include the high 
submodel overhead.  Even in level flight I found I needed to 'fire' 
pulses in a vertical fan, both above and below the line of flight, 
to ensure detection of higher ground, especially if the aircraft is 
pitched down to any significant degree.  However, if there isn't 
any higher ground within range, which will be the case unless you 
only fly in mountainous regions, a high proportion of the pulses 
will never hit anything and will only expire at the end of their 
lifetime - this seemed like an unnecessary overhead.


I also hit some problems with the resolution of the pulses, this 
seeming to be tied to the pulse speed, the aircraft speed and the 
frame-rate, because the location of the pulse can only be checked 
once per frame.  For example, if you use a pulse speed of 1m/s 
and you are running at 20fps

Re: [Flightgear-devel] Object avoidance

2008-02-17 Thread Markus Zojer
Thanks for stabilized submodels, makes them more versatile.

Using 2 beams of each 5 submodels per second (max 10 submodels at a time 
together, norm 4 -8) I could not monitor a frame rate drop (ok, maybe in 
the 1-3fps scale, but that is hardly monitorable as you never know where 
it is coming from), maybe because no visible model is attached.

Fly on,
Markus

Vivian Meazza wrote:
 Markus

   
 Subject: Re: [Flightgear-devel] Object avoidance


 LeeE wrote:
 
 On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
   
   
 * R. van Steenbergen -- Friday 15 February 2008:
 
 
 Melchior FRANZ wrote:
   
   
 ...you could abuse that by
 launching an invisible, lightweight, and very fast submodel, and 
 check where and at which altitude it lands.
 
 
 Don't they call that 'radar' in real life? :) (The very fast, 
 lightweight submodels being microwave photons in that case)
   
   
 Hehe, yes. Except that ours don't come back. And I'm not 
 
 sure if they 
 
 collide with static/random buildings. They hardly do with 
 
 trees. Hmm 
 
 ... cows?

 m.
 
 
 Markus Zojer has used this technique for the TFA functions in the
 B-1B.  I had a look at it and experimented with it when I wanted to 
 add TFA to a couple of aircraft I've done - it's a very appealing 
 approach because it's almost like simulating a real radar.

 I had a play with the technique but hit some problems with it,
 mainly because the trajectory of the submodels is fixed to the 
 pitch of the aircraft.  I found it fine while the aircraft was in 
 level flight but I hit some issues when the aircraft was pitched up 
 or down to any significant degree and in the end I decided to use 
 the Nasal geo functions instead.

   
   
 I am still working on the terrain following function, rewriting it 
 completely for the 3rd time and again used the real radar 
 approach, as 
 you are not dependent in the scanning resolution of the geo 
 properties. The fixed radar beam (submodels) could be refined 
 if we would add the 
 property absolute to the pitch angle of the submodel  (so the 
 submodel 
 leaves the plane at always the same pitch angle).

 Due to the ongoing environment development in OSG, now low 
 level flying 
 is really flashing :)

 Expect the new version included in the next release (coming  
 hopefully 
 within the next 10 days).

 Fly on,
 Markus
 
 As I mentioned previously, the geo functions do interact with static
 buildings and structures, as long as the scanning scheme has a high 
 enough resolution to ensure sampling them - I haven't tried with 
 random objects though - still on OSG 2.2 here and the performance 
 hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
 great here.

 I have noticed that pylons are not detected and I would doubt that
 trees are detected either, presumably because they have no area.  
 The pylons are made with line objects that have no width and the 
 trees, at least in plan, also have no width, so it'll be very 
 unlikely to hit the exact point where they are in any scanning 
 scheme.  Adding a transparent horizontal plane poly to the top of 
 these objects probably would make it work, but not only would it 
 increase the render load but also probably introduce more 
 transparency render artifacts and ordering issues.

   

 OK I can give you submodels which are stabilised in pitch within a few days,
 if this is really a good approach - submodels are a big frame rate hit.

 Would an alternative be to duplicate the code which calculates the ground
 intersection for submodels, without the cost of flying the submodel? This
 approach would take more coding, but might be less frame rate intensive.
 However, the methods which are used are some of the most frame rate heavy
 around so perhaps in practice not too different. 

 Vivian 



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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread LeeE
On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
 Hi,
 I'm doing some simulations of a airship using the aerosim
 blockset and the flightgear. It is usefull if there is a may to
 get the information of the scenery buildings so we can avoid
 these building in the simulation. I was reading one of your
 answers and I got interested in how can I send these information
 to the blockset. Can you help me with that?

I found, while working on a terrain following/avoidance system for 
some of the aircraft I've done, that the Nasal geo.elevation(lat, 
lon) function will return the height of buildings or other 
structures e.g. bridges located at that lat,lon.

There are not any in-built FG scanning schemes/mechanisms though, so 
you'll have to design and implement one in Nasal to fit your needs.

Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the simple 
look-ahead scanning schemes I've done.  Both of the schemes I've 
used just perform a single track look-ahead scan, compensated for 
yaw but not for turning flight (yet).

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread Melchior FRANZ
* ricardo freitasfilho -- Friday 15 February 2008:
 It is usefull if there is a may to get the information of the
 scenery buildings so we can avoid these building in the simulation.

There's no way to query the location of buildings (like in real
life :-). But you can check for the terrain elevation at some
given coordinate (Nasal's geodinfo(), or the geo.elevation()
wrapper), and you can get the elevation of an impact point
(see $FG_ROOT/Docs/README.submodels). The latter might report
impacts on buildings (fg/osg?), so you could abuse that by
launching an invisible, lightweight, and very fast submodel,
and check where and at which altitude it lands.

m.

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread R. van Steenbergen
Melchior FRANZ wrote:
 ...you could abuse that by
 launching an invisible, lightweight, and very fast submodel,
 and check where and at which altitude it lands.

 m.
   
Don't they call that 'radar' in real life? :) (The very fast, 
lightweight submodels being microwave photons in that case)

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread Melchior FRANZ
* R. van Steenbergen -- Friday 15 February 2008:
 Melchior FRANZ wrote:
  ...you could abuse that by
  launching an invisible, lightweight, and very fast submodel,
  and check where and at which altitude it lands.

 Don't they call that 'radar' in real life? :) (The very fast, 
 lightweight submodels being microwave photons in that case)

Hehe, yes. Except that ours don't come back. And I'm not sure
if they collide with static/random buildings. They hardly do
with trees. Hmm ... cows?

m.

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread LeeE
On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
 * R. van Steenbergen -- Friday 15 February 2008:
  Melchior FRANZ wrote:
   ...you could abuse that by
   launching an invisible, lightweight, and very fast submodel,
   and check where and at which altitude it lands.
 
  Don't they call that 'radar' in real life? :) (The very fast,
  lightweight submodels being microwave photons in that case)

 Hehe, yes. Except that ours don't come back. And I'm not sure
 if they collide with static/random buildings. They hardly do
 with trees. Hmm ... cows?

 m.

Markus Zojer has used this technique for the TFA functions in the 
B-1B.  I had a look at it and experimented with it when I wanted to 
add TFA to a couple of aircraft I've done - it's a very appealing 
approach because it's almost like simulating a real radar.

I had a play with the technique but hit some problems with it, 
mainly because the trajectory of the submodels is fixed to the 
pitch of the aircraft.  I found it fine while the aircraft was in 
level flight but I hit some issues when the aircraft was pitched up 
or down to any significant degree and in the end I decided to use 
the Nasal geo functions instead.

As I mentioned previously, the geo functions do interact with static 
buildings and structures, as long as the scanning scheme has a high 
enough resolution to ensure sampling them - I haven't tried with 
random objects though - still on OSG 2.2 here and the performance 
hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
great here.

I have noticed that pylons are not detected and I would doubt that 
trees are detected either, presumably because they have no area.  
The pylons are made with line objects that have no width and the 
trees, at least in plan, also have no width, so it'll be very 
unlikely to hit the exact point where they are in any scanning 
scheme.  Adding a transparent horizontal plane poly to the top of 
these objects probably would make it work, but not only would it 
increase the render load but also probably introduce more 
transparency render artifacts and ordering issues.

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread Stuart Buchanan

--- Melchior FRANZ wrote:
 * R. van Steenbergen -- Friday 15 February 2008:
  Melchior FRANZ wrote:
   ...you could abuse that by
   launching an invisible, lightweight, and very fast submodel,
   and check where and at which altitude it lands.
 
  Don't they call that 'radar' in real life? :) (The very fast, 
  lightweight submodels being microwave photons in that case)
 
 Hehe, yes. Except that ours don't come back. And I'm not sure
 if they collide with static/random buildings. They hardly do
 with trees. Hmm ... cows?

Photons colliding with cows - isn't that a microwave oven?

TING! Burger anyone? ;)

-Stuart


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