Abstract
Many systems for real‐time simulation of active sonar reflect the historical division between propagation and reverberation algorithms. Though sonar returns comprise continua of echoes, systems treat scatterers as discrete targetlike entities or as distributed entities described by scattering strengths associated with regions of the ocean boundaries or volume. This approach limits the development of computational algorithms. In the fields of room acoustics and virtual reality there has been significant research devoted to development of efficient algorithms that enable computational simulation and real‐time rendering (auralization) of sound fields resulting from complex scenarios. Such work exploits knowledge of the physical processes and limitations of the human auditory system to enhance the relevant aspects of fidelity while reducing computational load. Similar conditions exist for the simulation of active sonar. This presentation describes how concepts from room acoustics and auralization can be applied toward an active‐sonar simulation that is scalable and implicitly incorporates tradeoffs between speed and accuracy. Rather than develop new propagation or reverberation algorithms, gains can be achieved by creating a system that treats all echos within a unified framework and explicitly accounts for properties of source, path, and receiver in order to optimize use of existing algorithms.
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