Abstract

A challenging aspect of real-time infrared scene generation for the hardware-in-the-loop testing of infrared-guided weapon systems is the rendering of particle systems to represent gaseous and particulate volumes. In this work, a simulation tool is described for enabling the generation of real-time particle effects with high spatial and temporal fidelity by using many less primitives than traditional means. The tool can be applied for representing plumes and countermeasures, and enables the simulation of several key capabilities, including internal flow, turbulence, persistence, and structure, all capable of being varied dynamically as a function of power setting at the source. The principles of operation, software implementation, and general performance are discussed.

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