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 an

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(, ) function will return the height of
> > buildings or other structures e.g. bridges located at that
> > ,.
> >
> >  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

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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(,
>  ) function will return the height of buildings or other
>  structures e.g. bridges located at that ,.
>
>  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

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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(, ) function will return the height of
> > buildings or other structures e.g. bridges located at that
> > ,.
> >
> > 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

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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(,
> ) function will return the height of buildings or other
> structures e.g. bridges located at that ,.
>
> 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
>
> -
> This SF.net email is sponsored by: Microsoft
> Defy all challenges. Microsoft(R) Visual Studio 2008.
> http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> ___
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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.
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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 ar

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 i

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

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 

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 



-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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
>
> -
> This SF.net email is sponsored by: Microsoft
> Defy all challenges. Microsoft(R) Visual Studio 2008.
> http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
> ___
> Flightgear-devel mailing list
> Flightgear-devel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/flightgear-devel
>
>   


-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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


  ___
Support the World Aids Awareness campaign this month with Yahoo! For Good 
http://uk.promotions.yahoo.com/forgood/

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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.

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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)

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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.

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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(, 
) function will return the height of buildings or other 
structures e.g. bridges located at that ,.

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

-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Object avoidance

2008-02-15 Thread ricardo freitasfilho
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?
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel