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

2012-12-14 Thread Stuart Buchanan
Hi Adrian,

On Wed, Dec 12, 2012 at 10:12 PM, Adrian Musceac wrote:
 As most of you know, the main performance issues come from having to
 repeatedly sample terrain elevation for a large number of points.
 This is done though and osg::NodeVisitor, which traverses all nodes within the
 scenegraph which have a certain mask set (in our case, it's
 SG_NODEMASK_TERRAIN_BIT)
 Unfortunately, not only the terrain surface has this mask set, but also random
 objects, random trees, and 'random' buildings. They all share this mask, so an
 _get_elevation_ call will have to traverse through litterally thousands of
 nodes which are not related to the terrain surface.

 In order to improve the performance of the _get_elevation_ method, I have
 added a new mask, SG_NODEMASK_SURFACE_BIT, which is set only for the surface
 geometry loaded by the BTG loader.
 Of course, some other minor code had to be modified, especially for
 groundcache et al. Very minor modification, basically taking into account of
 this new nodemask. The BVH bounding boxes stuff has been accounted for (I
 think I didn't miss anything)

I haven't looked at your code, and I'm sure you've already taken care
of this, but:

The use of the SG_NODEMASK_TERRAIN_BIT by the random trees and buildings
is probably due to my ignorance when writing the code, and I certainly
agree that the trees shouldn't have this bit set.

The v2.8.0 random buildings were a simply geometry built at runtime,
and IIRC people
were enjoying landing helicopters on the top of them.  However, the current git
random buildings use a shader instantiation approach very similar to
the trees. I
think that means that the shouldn't be considered with the
FG_NODEMASK_TERRAIN_BIT
either, as the geometry itself isn't placed correctly in the scenegraph.

Therefore, I think they shouldn't be considered in the
get_elevation_m/groundcache/bounding
box code.

I think the random objects _do_ need to be included so they can be included in
collision calculations.

On the more general subject, I have two comments, both as a layman so
take with a suitable pinch of salt!

1) I think the most important attribute of the radio code is that one
can complete a published
approach.  I assume that approaches are specifically designed and
built such that
there in sufficient signal strength within some volume around the
perfect approach.

My concern with any advanced model is that invalid/inaccurate
terrain/elevation input into the
model might mean that we get too low a signal, and some approaches
might no-longer be
possible to fly due to (incorrectly) low signal strength.

Adrian: Is that a reasonable concern, or are approaches designed such
that there is always
line-of-site between the station and the aircraft on the approach (and
therefore any terrain
interaction is irrelevant within the approach volume)?

2) Assuming we're only interested in terrain effects, then it would
seem that the signal strength
at a given point (lat/lon/alt) for a given station is invariant.

Would it be possible to avoid the runtime hit by calculating it
offline for all points within reasonable
range of the station?

One might be able to create a bitmap storing the minimum signal
altitude (i.e. the altitude below which
there is no signal due to terrain), the maximum signal strength, the
altitude that occurs, etc. and then
use these as parameters into a straightforward function to determine
the signal strength at the current
altitude.

One could then overlay the published approach volumes and thereby ensure that
aircraft within the approach volume receive valid signal strength.

-Stuart

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

2012-12-14 Thread Adrian Musceac
On Friday, December 14, 2012 13:09:54 Stuart Buchanan wrote:
 Hi Adrian,
 
 I haven't looked at your code, and I'm sure you've already taken care
 of this, but:
 
 The use of the SG_NODEMASK_TERRAIN_BIT by the random trees and buildings
 is probably due to my ignorance when writing the code, and I certainly
 agree that the trees shouldn't have this bit set.

Hi Stuart,
I am much more ignorant than you are when it comes to the way trees are 
created :)
I have modified the code in simgear now, so that they don't have the bit set.
Also, I noticed they have the SG_NODEMASK_CASTSHADOW_BIT | 
SG_NODEMASK_RECEIVESHADOW_BIT bits set (for Rembrandt), but they don't cast 
shadows, probably due to their geometry, you probably know better. Should I 
remove them?


 
 The v2.8.0 random buildings were a simply geometry built at runtime,
 and IIRC people
 were enjoying landing helicopters on the top of them.  However, the current
 git random buildings use a shader instantiation approach very similar to
 the trees. I
 think that means that the shouldn't be considered with the
 FG_NODEMASK_TERRAIN_BIT
 either, as the geometry itself isn't placed correctly in the scenegraph.
 
 Therefore, I think they shouldn't be considered in the
 get_elevation_m/groundcache/bounding
 box code.

Same goes for random buildings, which thanks to texture mapping are now not 
so random :)
To my surprise, they also didn't cast shadows. Now I understand why. Should 
those bits go too? Can Fred give his input too on this issue?

About bounding boxes, perhaps there's a way to have that too, but again, I'm 
very ignorant on your method which relies on shaders.


 
 I think the random objects _do_ need to be included so they can be included
 in collision calculations.

Agreed. As it is now, I have added a new bit only for terrain surface, 
SG_NODEMASK_SURFACE_BIT , and the rest of terrain objects which do have 
bounding boxes will keep the SG_NODEMASK_TERRAIN_BIT.
When performing scenery elevation calls, I believe the best way is to add 
another parameter which can toggle SG_NODEMASK_TERRAIN_BIT on and off.
The speedup in this case is pretty important, there are fewer nodes to be 
traversed. I think Thorsten's weather would benefit from this as well, since 
it needs to sample only the surface (elevation, type of terrain).

 
 On the more general subject, I have two comments, both as a layman so
 take with a suitable pinch of salt!
 
 1) I think the most important attribute of the radio code is that one
 can complete a published
 approach.  I assume that approaches are specifically designed and
 built such that
 there in sufficient signal strength within some volume around the
 perfect approach.


Normally yes, I am not a pilot, but I assume that there would be no approach 
charts that would tell you there is localizer/gs signal behind the local 
mountain. Same goes for VOR etc. The published volume is one thing, but if 
terrain features come into play, the signal may or may not go, and that's the 
most interesting part of it, it adds a little uncertainty when you are at low 
altitude, in mountainous areas, at the limit, etc. I just had a very 
satisfying flight yesterday using the code, and it made me understand why 
there are so many VOR's in some areas, and how you need to tune from one to 
the other as you go through terrain at lower altitudes. I should add that I 
fly in SRTM terrain mostly, and I have very accurate radio signal predictions.


 
 My concern with any advanced model is that invalid/inaccurate
 terrain/elevation input into the
 model might mean that we get too low a signal, and some approaches
 might no-longer be
 possible to fly due to (incorrectly) low signal strength.


The reverse is likely. The values will be most unforgiving with SRTM/high 
definition DEM, and most forgiving in low res terrain. Fortunately, I have a 
property which can be set by the user, depending on the type of terrain which 
is flying. This is the elevation resolution the code should expect. In low res 
terrain, this property can be set to 200-300 meters between profile points, 
and then you won't even notice the CPU footprint.

 
 Adrian: Is that a reasonable concern, or are approaches designed such
 that there is always
 line-of-site between the station and the aircraft on the approach (and
 therefore any terrain
 interaction is irrelevant within the approach volume)?

I believe all approach charts respect terrain, and judging from nav.dat, there 
is a good reason some VOR's use greater power, or some ILS stations pump 
greater power in their antennas etc.
To do otherwise and not keep the terrain in mind would be foolish, and I don't 
think the guys publishing the charts are fools.

 
 2) Assuming we're only interested in terrain effects, then it would
 seem that the signal strength
 at a given point (lat/lon/alt) for a given station is invariant.
 
 Would it be possible to avoid the runtime hit by calculating it
 offline for all points within 

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

2012-12-14 Thread Torsten Dreyer
Hi Adrian,

you are doing an excellent job at marketing your product ;-)

As I do not have the time to proof you wrong, you deserve the chance to 
proof me wrong! I'll shut up now and stop objecting against merging your 
code. I won't be able to merge it myself before we enter the feature 
freeze but probably someone with commit rights takes care of it.

I hope I find some time to test the LOWI approach which had the chance 
to do in RL recently...
(http://data.x-plane.com/Docs/LOWI.pdf)

Thanks,
Torsten

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

2012-12-14 Thread Torsten Dreyer
Am 13.12.2012 16:28, schrieb geneb:
 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. :)
How disappointing ;-)

 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.
But being called a gamer, _that_ is discouraging!

Greetings
Torsten


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

2012-12-14 Thread Adrian Musceac
On Friday, December 14, 2012 18:09:04 Torsten Dreyer wrote:
 Hi Adrian,
 
 you are doing an excellent job at marketing your product ;-)
 
 As I do not have the time to proof you wrong, you deserve the chance to
 proof me wrong! I'll shut up now and stop objecting against merging your
 code. I won't be able to merge it myself before we enter the feature
 freeze but probably someone with commit rights takes care of it.
 
 I hope I find some time to test the LOWI approach which had the chance
 to do in RL recently...
 (http://data.x-plane.com/Docs/LOWI.pdf)
 
 Thanks,
 Torsten
 

Hi Torsten,
Sure, no problem. I hope you will find it useful in the future too, otherwise 
I would have kept it for myself :)
Thanks for all your help last year and your patience for my noobishness in 
Flightgear inners.

Cheers,
Adrian

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

2012-12-14 Thread James Turner

On 14 Dec 2012, at 16:09, Torsten Dreyer wrote:

 As I do not have the time to proof you wrong, you deserve the chance to 
 proof me wrong! I'll shut up now and stop objecting against merging your 
 code. I won't be able to merge it myself before we enter the feature 
 freeze but probably someone with commit rights takes care of it.

However I still have code quality objections, unrelated to the performance of 
the code! (And also unrelated to the accuracy of the simulation - I have no 
problem with adding advanced computational systems so long as their optional, 
which this is)

I will take a look next week at merging the changes locally and then seeing how 
much re-structuring is needed to make me comfortable, but right now the lack of 
object-orientated design and over/mis-use of properties is just not something I 
want to add more of, to the codebase.

As I said to Adrian offline, I know there's plenty of code already checked in, 
of a similar quality / design / pattern to his submission, but I'd like to set 
a higher standard for new code than what we had previously.

James

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

2012-12-14 Thread James Turner

On 14 Dec 2012, at 17:27, James Turner wrote:

 As I said to Adrian offline, I know there's plenty of code already checked 
 in, of a similar quality / design / pattern to his submission, but I'd like 
 to set a higher standard for new code than what we had previously.

And it case it wasn't clear - I realise Adrian can't possibly know this stuff 
magically - that's why I'm happy to make the time, to make the changes myself! 

It would of course be easier to have these discussions when the code is at the 
prototype stage, but that's a harder issue to solve.

James

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

2012-12-14 Thread geneb
On Fri, 14 Dec 2012, James Turner wrote:


 On 14 Dec 2012, at 17:27, James Turner wrote:

 As I said to Adrian offline, I know there's plenty of code already checked 
 in, of a similar quality / design / pattern to his submission, but I'd like 
 to set a higher standard for new code than what we had previously.

 And it case it wasn't clear - I realise Adrian can't possibly know this 
 stuff magically - that's why I'm happy to make the time, to make the 
 changes myself!

 It would of course be easier to have these discussions when the code is 
 at the prototype stage, but that's a harder issue to solve.

James, maybe now would be a good time to write up something that covers 
coding guidlines for the wiki?

g.

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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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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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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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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] Real-Time Radio Propagation

2012-12-12 Thread Adrian Musceac
On Wednesday, December 12, 2012 09:16:50 Renk Thorsten wrote:
  My suggestion is to include this feature, leave it off, and let anyone
  interested turn it on.
 
 +1
 
 There may be many reasons to reject code, but they roughly fall into two
 categories: 1) the idea itself which is coded is not acceptable or 2) the
 actual implementation is not acceptable (unstable, degrading
 performance,...). Adrian has invested a fair share of time to make it
 work, and he introduced the project early on in this list. I think
 fairness asks that any argument of type 1) against including the code 
 should have been given earlier. Otherwise the message sent to possible
 future contributors is quite negative.
 
  That said, I think doing realtime radio signal propagations is much more
  that we need and much more than we want. At least unless we are
  multi-threading and have a spare CPU for those computations.
 
 Personally I don't need such a feature, since I'm not so much interested in
 IFR. However, I think in many situations we do have spare CPU capacity (I
 usually do - with lots of shader work on, GPU speed seems the limiting
 factor), and I also think it should be up to the user how he wants to burn
 his hardware performance - VFR sightseeing people like me want detailed
 shaders, IFR people may want to turn terrain eye candy off but spend the
 framerate for radio signal propagation. So including the code as optional
 feature seems entirely fine to me, I don't think there's such a
 well-defined 'we' with the same wishlist.
 
 So I would also suggest to include it unless there are issues about
 stability, performance degradation if not running,  which I'm not
 qualified to judge.
 
 * Thorsten

Hi Thorsten, everybody,

Thanks for the support messages. I have worked pretty hard to get this feature 
as stable and performant as possible.
Regarding performance of the radio subsystem, I would like to make a technical 
statement.

As most of you know, the main performance issues come from having to 
repeatedly sample terrain elevation for a large number of points.
This is done though and osg::NodeVisitor, which traverses all nodes within the 
scenegraph which have a certain mask set (in our case, it's 
SG_NODEMASK_TERRAIN_BIT)
Unfortunately, not only the terrain surface has this mask set, but also random 
objects, random trees, and 'random' buildings. They all share this mask, so an 
_get_elevation_ call will have to traverse through litterally thousands of 
nodes which are not related to the terrain surface.

In order to improve the performance of the _get_elevation_ method, I have 
added a new mask, SG_NODEMASK_SURFACE_BIT, which is set only for the surface 
geometry loaded by the BTG loader.
Of course, some other minor code had to be modified, especially for 
groundcache et al. Very minor modification, basically taking into account of 
this new nodemask. The BVH bounding boxes stuff has been accounted for (I 
think I didn't miss anything)

Right now, I've modified the _get_elevation_ method to use only this new mask. 
The performance difference is almost twice as fast, if not more.
However, since this might introduce unwanted changes in parts of the code that 
rely on having radar altitude also from buildings etc., I can write a new 
function to be used specifically for sampling terrain.

I have performed a regular test, with the following parameters: terrain load 
distance set to 60 km (LOD bare), 3 stations tuned in (2 VOR, 1 VOR-DME), 10 
or more minutes of flight.

Result here: http://wiki.flightgear.org/File:Radio-perf2.png (enlarge for 
details). As you might notice, the radio subsystem is not the CPU cycle hungry 
monster it used to be. The amount of tiles loaded is shown on the map.
With less view distance and less terrain, the system will be very CPU friendly 
but also give innacurate results.

Keep in mind that are various other methods to reduce even further the CPU 
footprint: sample fewer points for an elevation profile, poll a station less 
often (what polling time would be reasonable for a mean speed of 200 kts?) and 
disabling landcover influence.

Cheers,
Adrian


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

2012-12-12 Thread Vivian Meazza
Adrian wrote

 -Original Message-
 From: Musceac [mailto:kanto...@gmail.com]
 Sent: 12 December 2012 22:12
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Real-Time Radio Propagation
 
 On Wednesday, December 12, 2012 09:16:50 Renk Thorsten wrote:
   My suggestion is to include this feature, leave it off, and let
   anyone interested turn it on.
 
  +1
 
  There may be many reasons to reject code, but they roughly fall into
  two
  categories: 1) the idea itself which is coded is not acceptable or 2)
  the actual implementation is not acceptable (unstable, degrading
  performance,...). Adrian has invested a fair share of time to make it
  work, and he introduced the project early on in this list. I think
  fairness asks that any argument of type 1) against including the code
  should have been given earlier. Otherwise the message sent to possible
  future contributors is quite negative.
 
   That said, I think doing realtime radio signal propagations is much
   more that we need and much more than we want. At least unless we are
   multi-threading and have a spare CPU for those computations.
 
  Personally I don't need such a feature, since I'm not so much
  interested in IFR. However, I think in many situations we do have
  spare CPU capacity (I usually do - with lots of shader work on, GPU
  speed seems the limiting factor), and I also think it should be up to
  the user how he wants to burn his hardware performance - VFR
  sightseeing people like me want detailed shaders, IFR people may want
  to turn terrain eye candy off but spend the framerate for radio signal
  propagation. So including the code as optional feature seems entirely
  fine to me, I don't think there's such a well-defined 'we' with the same
 wishlist.
 
  So I would also suggest to include it unless there are issues about
  stability, performance degradation if not running,  which I'm not
  qualified to judge.
 
  * Thorsten
 
 Hi Thorsten, everybody,
 
 Thanks for the support messages. I have worked pretty hard to get this
 feature as stable and performant as possible.
 Regarding performance of the radio subsystem, I would like to make a
 technical statement.
 
 As most of you know, the main performance issues come from having to
 repeatedly sample terrain elevation for a large number of points.
 This is done though and osg::NodeVisitor, which traverses all nodes within
 the scenegraph which have a certain mask set (in our case, it's
 SG_NODEMASK_TERRAIN_BIT)
 Unfortunately, not only the terrain surface has this mask set, but also
 random objects, random trees, and 'random' buildings. They all share this
 mask, so an _get_elevation_ call will have to traverse through litterally
 thousands of nodes which are not related to the terrain surface.
 
 In order to improve the performance of the _get_elevation_ method, I have
 added a new mask, SG_NODEMASK_SURFACE_BIT, which is set only for the
 surface geometry loaded by the BTG loader.
 Of course, some other minor code had to be modified, especially for
 groundcache et al. Very minor modification, basically taking into account
of
 this new nodemask. The BVH bounding boxes stuff has been accounted for (I
 think I didn't miss anything)
 
 Right now, I've modified the _get_elevation_ method to use only this new
 mask.
 The performance difference is almost twice as fast, if not more.
 However, since this might introduce unwanted changes in parts of the code
 that rely on having radar altitude also from buildings etc., I can write a
new
 function to be used specifically for sampling terrain.
 
 I have performed a regular test, with the following parameters: terrain
load
 distance set to 60 km (LOD bare), 3 stations tuned in (2 VOR, 1 VOR-DME),
10
 or more minutes of flight.
 
 Result here: http://wiki.flightgear.org/File:Radio-perf2.png (enlarge for
 details). As you might notice, the radio subsystem is not the CPU cycle
 hungry monster it used to be. The amount of tiles loaded is shown on the
 map.
 With less view distance and less terrain, the system will be very CPU
friendly
 but also give innacurate results.
 
 Keep in mind that are various other methods to reduce even further the CPU
 footprint: sample fewer points for an elevation profile, poll a station
less
 often (what polling time would be reasonable for a mean speed of 200 kts?)
 and disabling landcover influence.
 

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 




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Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread Adrian Musceac
On Tuesday, December 11, 2012 00:40:16 Torsten Dreyer wrote:
 Hi,
 
 let me chime in here with a personal note, hoping it's not offending
 anybody.

Hi Torsten, and thanks for your detailed message. Let me explain below why 
realistic radio propagation should be inside Flightgear, and aleviate some of 
the fears about performance (leaving aside the fact that I would leave the 
system disabled by default, except for those who are really interested, like 
flying in an area which requires realistic radio factors).

 
 Although I like having accurate and detailed computation of our
 real-world simulation, I'm not really a friend of the radio propagation
 code with the level of detail given. Please let me explain why that is
 the case:
 The radio stations used for aviation purpose certainly follow the same
 physical laws as any other radio station does. However, their
 performance have to adhere to some specific rules, mostly set up by the
 ICAO. Service volumes is on of these rules, a straight ILS final track
 is another etc. If real life's environment disturbes the performance of
 the radio stations, the operator has to work hard to override these
 environmental impacts. As we usually do not have any detailed
 information about how the radio station is set up (and I doubt, we will
 ever get those), it's close to impossible to correctly model radio
 probagation of a specific station.

Well, it certainly is possible to take into account terrain, free-space loss, 
diffraction over mountain edges and other such stuff the ITM algorithms allow 
for. All I know is that now, sitting on the ground 88 km away from a VOR 
station, with hills in between, I have needle deviation. Impossible.
Please consider that having realistic radio navigation according to terrain 
would be as far as I know a unique feature for any flightsimulator I've seen.
To refuse to add such a realism enhancing feature would be quite illogic to 
me.


 Adding envirionmental factors besides
 terrain and terrain cover and the factors of aircraft installations will
 result in a wide range of uncertainty, spoiling all the detailed
 computation of the radio signal propagation.

Terrain, terrain landcover, and frequency of station are exactly the factors 
involved in my calculations, the rest comes from published data and equipment 
specs available all over the web. If needed, I can bring on board a 
specialist, but I'd rather await request. If needed by a research project, any 
station can be tuned like in the real world, and evaluated within the 
simulator.

 
 As a pilot, I am usually just interested in the factor, if I am within
 the service volume of a radio station. If so, I'd expect a clear and
 correct indication, probably with the well-known system errors applied.
 If I am outside the service volume, the systems may show something,
 but I do not really care about what exactly an ILS indicator (as an
 example) is showing.

I will make my case with just two screenshots, available from the wiki 
article, re: published volumes.
http://wiki.flightgear.org/images/e/e0/Vor_no_itm.png  no real radio
http://wiki.flightgear.org/images/c/c6/Vor_itm.png  realistic radio

Or consider for DME equipment, which is very much more affected by terrain 
than VOR, due to the 10x times higher frequency:
http://wiki.flightgear.org/File:Vor-no-dme.png  :VOR with no DME due to 
propagation over edge of mountain for lower VHF freqs.
http://wiki.flightgear.org/File:Vor-dme.png  :VOR with DME measurement, once 
obstruction was cleared.

 
  From real life experience, I can say that barely two stations behave
 the same if you are outside their published range. Sidelobes of a
 localizer may appear at on site and may not at another site. False
 glideslopes appear here but do not show up somewhere else. It depends
 heavily on the local setup of the base equipment (and to some degree on
 aircraft installations). However, I have seen the shoreline effect of
 ADF stations deflection my ADF needle heavily and I have seen effects of
 nearby thunderstorms and lightning on the instruments. I'd love to see
 these effects modeled.

If I remember correctly, Flightgear used to be used also in university 
projects, ARINC, etc. Has that changed? The ILS with it's two components is 
modelled rather simplistic right now. But still it's not possible to receive 
if obstructed by terrain, trees, buildings etc. Also, the fact that GS uses a 
higher, therefore more prone to terrain/clutter interference than LOC, is 
included. How would you feel to make an approach 10 km with a mountain turn 
like some airports in Swiss, and have ILS indication even while behind the 
mountains?

 
 That said, I think doing realtime radio signal propagations is much more
 that we need and much more than we want. At least unless we are
 multi-threading and have a spare CPU for those computations.

Thanks to your patient advice and a lot of time spent tuning the system, I can 
say this: with 3 stations tuned in, the 

Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread AJ MacLeod
On Tue, 11 Dec 2012 14:20:58 +0200
Adrian Musceac wrote:

 My suggestion is to include this feature, leave it off, and let anyone 
 interested turn it on.

I can't comment on the actual code, but from the repeated detailed descriptions 
of what it actually does, I think it would be a very great pity if it weren't 
seriously considered for inclusion.  More than that, I can't see why it 
shouldn't be turned on by default (assuming the performance hit isn't 
significant) - isn't realism and accuracy what FlightGear is all about?  I know 
that I've sometimes added what most people would think as silly details my 
models, things that possibly almost nobody has ever noticed... but it all helps 
to model reality which is the end objective after all!

Cheers,

AJ

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Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread James J. Brennan
I'm not a developer here, I just maintain one of the mirror sites.

I would like to comment here a bit.

Over the years I've seen several folks who contributed lots to the
project leave after disputes over one thing or another.  

I'd hate to see this lead to something like that!

I personally agree with these points, and the final one in particular:

snip

 Please consider that having realistic radio navigation according to terrain 
 would be as far as I know a unique feature for any flightsimulator I've seen.
 To refuse to add such a realism enhancing feature would be quite illogic to 

snip

 I know you are a pilot, fellow amateur radio operator and one of the leaders 
 of the project. So please don't say that you would refuse a realism 
 increasing 
 option, which would not even have to be on by default, and which is not 
 present in any other flightsim that I know of. It would be illogic, and would 
 limit the options of using Flightgear in other environments, like research 
 projects, university, aeronautical radio. It would also make a discouraging 
 statement vs. contributing to Flightgear.

snip

 
 My suggestion is to include this feature, leave it off, and let anyone 
 interested turn it on.

Regards:

jj

http://kingmont.com



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Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-11 Thread Renk Thorsten
 My suggestion is to include this feature, leave it off, and let anyone
 interested turn it on.

+1

There may be many reasons to reject code, but they roughly fall into two 
categories: 1) the idea itself which is coded is not acceptable or 2) the 
actual implementation is not acceptable (unstable, degrading performance,...). 
Adrian has invested a fair share of time to make it work, and he introduced the 
project early on in this list. I think fairness asks that any argument of type 
1) against including the code  should have been given earlier. Otherwise the 
message sent to possible future contributors is quite negative.

 That said, I think doing realtime radio signal propagations is much more
 that we need and much more than we want. At least unless we are
 multi-threading and have a spare CPU for those computations.

Personally I don't need such a feature, since I'm not so much interested in 
IFR. However, I think in many situations we do have spare CPU capacity (I 
usually do - with lots of shader work on, GPU speed seems the limiting factor), 
and I also think it should be up to the user how he wants to burn his hardware 
performance - VFR sightseeing people like me want detailed shaders, IFR people 
may want to turn terrain eye candy off but spend the framerate for radio signal 
propagation. So including the code as optional feature seems entirely fine to 
me, I don't think there's such a well-defined 'we' with the same wishlist.

So I would also suggest to include it unless there are issues about stability, 
performance degradation if not running,  which I'm not qualified to judge.

* Thorsten 
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Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-10 Thread Torsten Dreyer
Hi,

let me chime in here with a personal note, hoping it's not offending 
anybody.

Although I like having accurate and detailed computation of our 
real-world simulation, I'm not really a friend of the radio propagation 
code with the level of detail given. Please let me explain why that is 
the case:
The radio stations used for aviation purpose certainly follow the same 
physical laws as any other radio station does. However, their 
performance have to adhere to some specific rules, mostly set up by the 
ICAO. Service volumes is on of these rules, a straight ILS final track 
is another etc. If real life's environment disturbes the performance of 
the radio stations, the operator has to work hard to override these 
environmental impacts. As we usually do not have any detailed 
information about how the radio station is set up (and I doubt, we will 
ever get those), it's close to impossible to correctly model radio 
probagation of a specific station. Adding envirionmental factors besides 
terrain and terrain cover and the factors of aircraft installations will 
result in a wide range of uncertainty, spoiling all the detailed 
computation of the radio signal propagation.

As a pilot, I am usually just interested in the factor, if I am within 
the service volume of a radio station. If so, I'd expect a clear and 
correct indication, probably with the well-known system errors applied. 
If I am outside the service volume, the systems may show something, 
but I do not really care about what exactly an ILS indicator (as an 
example) is showing.

 From real life experience, I can say that barely two stations behave 
the same if you are outside their published range. Sidelobes of a 
localizer may appear at on site and may not at another site. False 
glideslopes appear here but do not show up somewhere else. It depends 
heavily on the local setup of the base equipment (and to some degree on 
aircraft installations). However, I have seen the shoreline effect of 
ADF stations deflection my ADF needle heavily and I have seen effects of 
nearby thunderstorms and lightning on the instruments. I'd love to see 
these effects modeled.

That said, I think doing realtime radio signal propagations is much more 
that we need and much more than we want. At least unless we are 
multi-threading and have a spare CPU for those computations.

This is certainly just my personal point of view.

Greetings,
Torsten



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