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dc.contributor.authorBaer, Wolfgang
dc.contributor.authorMansager, Bard
dc.contributor.authorKemple, William G.
dc.contributor.authorIllingsworth, James
dc.dateFall 2000
dc.date.accessioned2013-11-26T19:04:55Z
dc.date.available2013-11-26T19:04:55Z
dc.date.issued2000-09
dc.identifier.urihttp://hdl.handle.net/10945/37859
dc.descriptionFall 2000 Simulation Interoperability Workshop, Paper Number 118.en_US
dc.descriptionSimulation Interoperability Standards Organization (SISO) SIW Conference Paperen_US
dc.description.abstractSimulation of battlefield systems in operational scenarios require the calculation of concealment, cover, and detectability to properly evaluate their performance and effectiveness on the battlefield. In the past so called “high resolution” simulations such as Janus and the Combined Arms and Support Task Force Evaluation Model (CASTFOREM) typically performed such calculations using geometric line-of-sight (GLOS) on 25-meter terrain resolution and model micro-terrain effects statistically. Results provided by such simulations do not account for the individual soldier’s ability to take advantage of local cover and concealment in an individual engagement while carrying out tactical missions. New 1-meter terrain analysis tools developed by personnel at the Naval Postgraduate School(NPS), the U.S. Army Training and Doctrine Command (TRADOC), and independent contractors have allowed substantial improvement in our ability to simulate individual engagements and assess the effects of micro terrain features on tactical mission success. This paper introduces the architecture and fast ray-tracing algorithms capable of calculating realistic 1-meter terrain perspective views in real-time on PC based platforms. We then describe how this algorithm is extended to perform view-based line-of-sight calculations (VLOS) and replace the old GLOS approach. This new technique calculates a small perspective view for each simulation player pair of interest. The perspective view is then analyzed. Partial player visibility, sensor location, major obscurant, and background contrast information are now all available and can be used to perform deterministically modeled detections and engagement effectiveness calculations. We conclude the paper with case studies conducted to analyze the effectiveness of various system designs utilizing the 1-meter terrain tools now available. We describe the ability to select routes, modify tactics, and analyze engagement opportunities when accounting for high-resolution terrain features. Sample analysis results are presented to show the effects of design alternatives on mission performance.en_US
dc.publisherMonterey, California: Naval Postgraduate School.en_US
dc.rightsThis publication is a work of the U.S. Government as defined
in Title 17, United States Code, Section 101. As such, it is in the
public domain, and under the provisions of Title 17, United States
Code, Section 105, is not copyrighted in the U.S.en_US
dc.titleWeapons Design Analysis Using 1-Meter Terrain Resolution Battlefield Simulatorsen_US
dc.typeArticleen_US
dc.typePresentationen_US
dc.contributor.departmentApplied Mathematics
dc.subject.authorHigh Resolution Terrainen_US
dc.subject.authorReal-time Simulationen_US
dc.subject.authorLine-of-Sighten_US
dc.subject.authorWeapon Designen_US


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