Electro-Optic simulation related publications
The following publications have been made by the OKTAL-SE research and development team in relations
with reseach institutes in France and in Europe.
ITBMS 2009
The IR signature of an aircraft is the result of several major contributions, namely:
The aim of this paper is to explain how the combination of CFD++, CFD computational code, RadTherm-IR, 3D thermal
computational code and SE-Workbench-EO from OKTAL-SE is an adequate solution for computing the IR signature of
a jet aircraft taking all this major into account.
SPIE 2009
The SE-WORKBENCH workshop, also called CHORALE (French acceptation for “simulated Optronic
Acoustic Radar battlefield”) is used by the French DGA (MoD) and several other Defense
organizations and companies all around the World to perform multi-sensors simulations.
CHORALE enables the user to create virtual and realistic multi spectral 3D scenes that
may contain several types of target, and then generate the physical signal received by
a sensor, typically an IR sensor.
MATISSE [4,5] is a background scene generator developed for the computation of natural
background spectral radiance images and useful atmospheric radiative quantities (radiance
and transmission along a line of sight, local illumination, solar irradiance …). Backgrounds
include atmosphere, low and high altitude clouds, sea and land. A particular characteristic
of the code is its ability to take into account atmospheric spatial variability (temperatures,
mixing ratio, etc) along each line of sight. An Application Programming Interface (API) is
included to facilitate its use in conjunction with external codes.
The paper will demonstrate the advantages for the SE WORKEBNCH of using MATISSE as a new
atmospheric code, but also for computing the radiative properties of the sea surface.
ITMBS 2008-1
In this paper, we describe the recent evolutions of SE-RAY-IR that concerns improvements, firstly, of the
physical materials description using a BRDF well fitted to complex materials and secondly of the rendering
algorithm. We present a new highly configurable hybrid approach that takes the best-suited methods for each
simulated phenomena among a set of literature rendering methods. It enables to compute highly realistic
simulation of outdoor scenes, taking into account skylight multiple reflections, extended sources and glossy
reflections.
ITMBS 2008-2
The SE-WORKBENCH workshop, also called CHORALE, is used by the French DGA to perform multi-sensors
simulations. The SE-WORKBENCH enables the user to create virtual and realistic multi spectral 3D scenes that
may contain several targets, and then generate the physical signal received by a sensor.
One of the main current interests for the DGA is to be able to compute the infrared (IR) signature of targets in
their environment as accurately as possible, even if the targets are coated with a special paint for improving their
stealthness. But for that the SE-WORKBENCH workshop needs to be improved as regard to the BRDF (Bidirectional
Reflectance Distribution Function) modelling of the materials.
ITMBS 2007-1
Urban Warfare training can be achieved with infrared/NVG embedded sensors, such sensors can also be used for
infrared image recognition and target identification training. In the infrared domain, the 3D representation of a
facade is necessary in order to have realistic representation with regards both to thermal computation and
thermal effects. In the radar domain, this type of facade modelling is quite necessary with regards to edge and
corner reflection effects. During the specifications of infrared enhanced vision systems or infrared embedded
security systems, the usage of simulation reduces the cost and time required to validate a product. But to ensure
the reliability of such virtual simulation, it is necessary to use a large panel of simulation tests. Creating these
tests, and especially the one in urban area could be time consuming. The capacity to quickly generate credible
digital city models helps the users to achieve their studies. Detailed modelling of realistic towns is a real
challenge for computer graphics. Modelling a virtual city that is detailed enough to be credible is a huge task that
requires lots of hours of work. In this context, automatic approaches can bring a real added value. We present a
new technique to automatically generate building exteriors. Our technique relies on the definition of building
templates that will be applied on building descriptions. Building frontages are generated using a 2.5D wall
grammar based on a set of rules that can be simple or detailed enough to fulfil the users wishes. Our method is as
easy to use as the texture repetition but provides a higher level of realism and diversity in the resulting buildings.
Then little information is necessary to generate a whole building: the walls and roof height, the building 3D
footprint and the chosen template. This information can be stored within a Geographic Information System.
ITMBS 2007-2
In this paper, we describe the evolutions of SE-RAY-IR. The first evolution concerns an improvement in the
description of physical materials using a BRDF model which describes complex materials (from user defined
analytical models to measured data sets). The second improvement concerns the rendering algorithm. We
propose a highly configurable hybrid approach which takes the best suited method for each simulated
phenomena among a set of literature rendering methods. Then our hybrid approach benefits from their respective
advantages. It enables the computation of highly realistic simulation of outdoor scenes, taking into account sky
light multiple reflections, extended sources and glossy reflections.
SPIE 2007
The SE-WORKBENCH workshop, also called CHORALE (“simulated Optronic Acoustic Radar battlefield”), is used by
the French MoD/DGA to perform multi-sensors simulations by creating virtual realistic multi spectral 3D scenes and
then generating the signal received by a sensor.
Taking advantage of developments made in the frame of Radar simulation, CHORALE is currently enhanced with new
functionalities in order to tackle the “active” problem, involving new generation of infrared sensors such as laser radars.
This article aims at presenting the challenges for simulating simultaneously passive IR imagery of a full terrain and
active imagery especially on targets. We insist on duality and differences concerning in particular
monochromatic/coherent waves versus incoherent waves, BRDF modeling taking into account surface roughness,
polarization effects, Doppler effects.
ITBMS 2006
The SE-Workbench technology is used to perform multi-sensors simulations on complex 3D synthetic
environment. The SE-Workbench enables the user to create virtual and realistic multi spectral 3D scenes, and
generate the physical signal received by a sensor, typically infrared (IR), radar (EM) and acoustic (AC) sensors.
To evaluate the efficiency of visible and infrared sensors, simulation tools that give a good representation of
physical phenomena, are used. This article describes the elements used to prepare data (3D database, materials,
atmosphere, …) for the simulation, and the set of tools (SE-FAST-IR), used in the SE-Workbench-IR for the Real
Time simulation in the infrared spectrum. The SE-AGETIM tool turns geographical source data (including GIS
facilities) into meshed geometry enhanced with the sensor physical extensions, fitted to the ray tracing
rendering of the SE-Workbench and to the Real Time rendering capabilities of the SE-Workbench in infrared. The
SE-FAST-IR package allows the compilation and visualization of 3D databases for infrared simulations. It
enables one to visualize complex and large synthetic scenes for a wide set of real and pseudo-real time
applications. The SE-FAST-IR software automatically computes radiance textures, Open GL light source and
fog-law parameters for predefined thermal and atmospheric conditions specified by the user. It is based on the
physical model used by the ray-tracing tool of the SE-Workbench, which enables the development of a coherent
and powerful validation method.
SPIE 2006
SEDRIS that stands for Synthetic Environment Data Representation and
Interchange Specification is a DoD/DMSO initiative in order to federate and make interoperable 3D mocks up in the frame of virtual reality and simulation. This
paper shows an original application of SEDRIS concept for research physical multi sensors simulation, when SEDRIS is
more classically known for training simulation. CHORALE (simulated Optronic Acoustic Radar battlefield) is used by
the French DGA/DCE (Directorate for Test and Evaluation of the French Ministry of Defense) to perform multi-sensors
simulations. CHORALE enables the user to create virtual and realistic multi spectral 3D scenes, and generate the
physical signal received by a sensor, typically an IR sensor. In the scope of this CHORALE workshop, French DGA has
decided to introduce a SEDRIS based new 3D terrain modeling tool that enables to create automatically 3D databases,
directly usable by the physical sensor simulation CHORALE renderers. This AGETIM tool turns geographical source
data (including GIS facilities) into meshed geometry enhanced with the sensor physical extensions, fitted to the ray
tracing rendering of CHORALE, both for the infrared, electromagnetic and acoustic spectrum. The basic idea is to
enhance directly the 2D source level with the physical data, rather than enhancing the 3D meshed level, which is more
efficient (rapid database generation) and more reliable (can be generated many times, changing some parameters only).
The paper concludes with the last current evolution of AGETIM in the scope mission rehearsal for urban war using
sensors. This evolution includes indoor modeling for automatic generation of inner parts of buildings.
SPIE 2006
CHORALE (simulated Optronic Acoustic Radar battlefield) is used by the
French DGA/DET (Directorate for Evaluation of the French Ministry of Defense)
to perform multi-sensors simulations. CHORALE enables the user to create
virtual and realistic multi spectral 3D scenes, and generate the physical
signal received by a sensor, typically an IR sensor. To evaluate their
efficiency in visible and infrared wavelength, simulation tools, that
give a good representation of physical phenomena, are used. This article
describes the elements used to prepare data (3D database, materials,
scenario, …) for the simulation, and the set of tools (SE-FAST-IR),
used in CHORALE for the Real Time simulation in the infrared spectrum.
SE-FAST-IR package allows the compilation and visualization of 3D
databases for infrared simulations. It enables one to visualize complex
and large databases for a wide set of real and pseudo-real time
applications. SE-FAST-IR is based on the physical model of the Non Real
Time tool of CHORALE workshop. It automatically computes radiance
textures, Open GL light source and fog-law parameters for predefined
thermal and atmospheric conditions, specified by the user.
SPIE 2005
CHORALE (simulated Optronic Acoustic Radar battlefield) is used by the French DGA/DET (Directorate for
Evaluation of the French Ministry of Defense) to perform multi-sensors simulations. CHORALE enables the user
to create virtual and realistic multi spectral 3D scenes, and generate the physical signal received by a
sensor, typically an IR sensor. Some assessments concern the study of the duality between a threat
(a missile for example) and a target (a battle tank for example) in the battlefield. In these cases, obscurants
are special counter measures (clouds), classically used to hide armored vehicles and/or to deceive threatens.
To evaluate their efficiency in visible and infrared wavelength, simulations tools, that give a good
representation of physical phenomena, are used. The first part of this article describes the elements
used to prepare data for the simulation. The second part explains the physical model used in CHORALE
for the resolution of the Radiative Transfer Equation when obscurants are set in the scene. Obscurants
are modeled by a set of voxels (elementary volume elements). Each voxel contains the spectral absorption
and scattering coefficients, phase function coefficient and temperature information. The shape is changing
with time to take into account the dynamic evolution of the obscurant. A “photon map” method is used in
the ray tracing process to take into account global illumination within the cloud and solve the Radiative
Transfer Equation.
Pacific Graphics 2004 (submitted)
We compute several little particle maps. All these particle
maps are global in opposition to the localised particle
maps dependent on the geometry of [13] which means that
each particle map stores particles within the entire model.
This ensures that the illumination is spread correctly over
the scene for each pass and thus that density estimations are
correct.We benefit from the speedup of computing multiple
small particle maps shown in [13] without limitation on the
mesh complexity because the particle maps are not dependent
on the geometry. Unfortunately, when the image size
is large (i.e 1024x768 pixels), the time saved while computing
and sorting the particle map is lost when rendering due
to the number of density estimations needed. Therefore, it is
more interesting to compute fewer passes with bigger particle
maps when rendering big images. The memory used is
constant from one pass to another.
WSCG 2004 (submitted)
We showed how it is possible to adapt Photon Mapping to a
spectral rendering without consuming extra memory while
keeping a very good accuracy. Taking into account spectral
emission and reflections permitted us to do accurate
IR rendering. Our multi-pass method is faster than classical
method when photon map fits entirely in memory. We
can use an unlimited number of photons. We avoid problems
due to photon map caching such as swapping and
cache defaults. Thus our method can match very accurate
results. This is very interesting for IR rendering, while we
can through enough photons to have the noise disappeared.
SPIE 2003
Obscurant representation is a key component of ground battlefield simulation, especially in the infrared domain. Obscurant are special counter measures
(clouds) classically used to hide armored vehicles and deceive threatens.
Obscurants are very difficult to represent especially because of multi diffusion effects of hot particles and smoke, but this representation is very important to
quantify the efficiency of the decoy.
This article describes a new model being involved in the simulation workshop CHORALE of the French DGA [1], [2] & [3]. The simulation workshop CHORALE
developed in collaboration with OKTAL SE company is used by government services and industrial companies for weapon system validation and qualification trials
in the infrared domain. The main operational reference for CHORALE is the assessment of the infrared guidance system of the Storm Shadow missile French version,
called Scalp. This new model, integrated in CHORALE, enables to simulate the emitted radiance and the transmission of any pre computed obscurant cloud in the virtual battlefield.
In the modeling step, the cloud is defined by a set of “voxels” (elementary volume elements). Each voxel contains the spectral extinction coefficient and the spectral
scattering coefficients. The shape, i.e. the voxels content, is changing with time to convey the dynamic evolution of the obscurant.
In the Non Real Time rendering step, primary rays are traced inside the clouds. For each voxel, scattering rays are then traced to their neighboring voxels and the local
hot sources. Actually, ray tracing is used to solve the Radiative Transfer Equation. The main advantage is to be able to solve it taking into account the synthetic environment:
the local terrain, the target hidden in the cloud, the atmospheric and weather conditions. The main originality is the multithreading ray tracing which enables to tackle huge
quantities of rays in complex geometric environment.
SPIE 2000
The thermal library of CHORALE and the associated software (MURET and TSC) allows a quick and accurate computation of
temperature polygons of a 3D scene for realistic and physical simulations in the infrared domain. This software is specially fitted for
temperature computation of “ground” and “building” type polygons. The future evolutions planed this year for CHORALE will allow a
better temperature computation for permeable ground type polygons and for objects with internal heat sources (buried pipes, radiator behind a wall, …).
SPIE 1999
Multi sensor simulation is just starting and will certainly be a master piece of technology development. CHORALE is a pioneer step into this huge
field of development. The concept is a winning concept because it is fitted to future natural evolution regard to simulation. The idea is to add other steps
in the same direction always keeping in mind the main goal: increase the confidence level to the simulation realism.
SPIE 1998
Multi sensor simulation is just starting and will certainly be a master piece of technology development. ONDE then the KERNEL are two
pioneer steps into this huge field of development. The concept is a winning concept because it is fitted to future natural evolution regard to simulation.
The idea is to add other steps in the same direction always keeping in mind the main goal : increase the confidence level to the simulation realism.