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Keen W.,Air Force Research Lab | Tanner M.,L3 GS and ES | Coker C.,Air Force Research Lab | Crow D.,Kinetics Inc.
Proceedings of SPIE - The International Society for Optical Engineering | Year: 2010

Hardware and software in the loop modeling of maritime environments involves a wide variety of complex physical and optical phenomenology and effects. The scale of significant effects to be modeled range from the order of centimeters for capillary type waves and turbulent wake effects up to many meters for rolling waves. In addition, wakes for boats and ships operating at a wide variety of speeds and conditions provide additional levels of scene complexity. Generating synthetic scenes for such a detailed, multi-scaled and dynamic environment in a physically realistic yet computationally tractable fashion represents a significant challenge for scene generation tools. In this paper, next generation scene generation codes utilizing personal computer (PC) graphics processors with programmable shaders as well as CUDA (Compute Unified Device Architecture) and OpenCL (Open Computing Language) implementations will be presented. © 2010 Copyright SPIE - The International Society for Optical Engineering. Source


Tanner M.A.,Air Force Research Lab | Keen W.A.,L3 GS and ES
Proceedings of SPIE - The International Society for Optical Engineering | Year: 2010

Increasing seeker frame rate and pixel count, as well as the demand for higher levels of scene fidelity, have driven scene generation software for hardware-in-the-loop (HWIL) and software-in-the-loop (SWIL) testing to higher levels of parallelization. Because modern PC graphics cards provide multiple computational cores (240 shader cores for a current NVIDIA Corporation GeForce and Quadro cards), implementation of phenomenology codes on graphics processing units (GPUs) offers significant potential for simultaneous enhancement of simulation frame rate and fidelity. To take advantage of this potential requires algorithm implementation that is structured to minimize data transfers between the central processing unit (CPU) and the GPU. In this paper, preliminary methodologies developed at the Kinetic Hardware In-The-Loop Simulator (KHILS) will be presented. Included in this paper will be various language tradeoffs between conventional shader programming, Compute Unified Device Architecture (CUDA) and Open Computing Language (OpenCL), including performance trades and possible pathways for future tool development. © 2010 Copyright SPIE - The International Society for Optical Engineering. Source

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