49 research outputs found
The Software Required for the Computer Generation of Virtual Environments
Presence, Vol. 2, No. 2, pp. 130-140..Accepted/Published Paper (Refereed
NPSOFF: An Object Description Language for Supporting Virtual World Construction
Computers & Graphics, Vol. 17, No. 4, pp 457-464, January 25, 1994.Accepted/Published Paper (Refereed
Passive, Domain-Independent, End-to-End Message Passing Performance Monitoring to Support Adaptive Applications in MSHN
This paper focuses on the problem of monitoring the end-to-end performance of message passing to support adaptive applications to be executed using the MSHN system (Management System for Heterogeneous Networks). Eight commercial and research tools and application components that attempt to measure perceived end-to-end message passing performance were identified. Two were dismissed; one because of recently published findings and the other because it is typically used in too many inconsistent configurations. The remaining six are carefully described in the paper. We were able to characterize each as either passive or active, determine whether they require domain-specific knowledge of an application, identify sources of inaccuracies, and enumerate their limitations. Based upon this survey, and previous analytical experiments, we conclude that the optimal monitoring mechanism: (1) should be passive; (2) should not require domain-specific knowledge of an application; (3) should minimize sources of error; and (4) should have few limitations. No single tool or application component surveyed has all of these characteristics. Based upon the surveyed work and other recent research in distributed systems, we have synthesized a new tool whose mechanisms have all of the desired characteristics. This paper describes our mechanism, and how we implemented it, in detail
A data structure for a multi-illumination model renderer.
The rendering of realistic computer images is important for many scientific, technical and commercial and endeavors. Available literature provides the mathematical models to be utilized by a renderer. Lacking from the literature though are implementation details. This study examines some of the existing illumination and shading models and present a data structure and initial design for a multi-illumination model renderer.http://archive.org/details/datastructurefor00falbLieutenant Commander, United States NavyApproved for public release; distribution is unlimited
Should S1000D be required by the Department of Defense?
The purpose of this analysis was to determine whether S1000D, an international specification for technical publications, should be required in Department of Defense (DoD) acquisitions. Based on the information and opinions gathered from nearly 200 participants in the study, we conclude that S1000D should be a required standard for technical publications across the DoD. This action should be taken in conjunction with a program to implement, transition, and promote its success. This program would include a set of critical provisions for DoD to: (1) manage/govern the use of the standard; (2) promote the use of the standard; (3) support adoption and evolution of the standard; and (4) establish and enforce use of the standard.Contract number: XJ9H5R9XT376MP.Approved for public release; distribution is unlimited
Mobile Agents and Smart Networks for Distributed Simulations
in the Proceedings of the 14th DIS Workshop, 11 - 15 March 1996, Orlando, Florida.Accepted/Published Conference Pape
A data structure for a multi-illumination model rendere
The rendering of realistic computer images is important for many scientific, technical and commercial and endeavors. Available literature provides the mathematical models to be utilized by a renderer. Lacking from the literature though are implementation details. This study examines some of the existing illumination and shading models and present a data structure and initial design for a multi-illumination model renderer. Keywords: light rays; ray tracing; computer graphics; computer generated imagessupported by contract from the United States Army
Combat Developments Experimentation Center and a grant from the Naval Ocean Systems
Center.http://archive.org/details/datastructurefor00zydaN0001486WR4B123ACNAApproved for public release; distribution is unlimited
NPSNET and the Naval Postgraduate School Graphics and Video Laboratory
The Naval Postgraduate School Networked
Vehicle Simulator IV (NPSNET-IV) is a lowcost,
student written, real-time networked vehicle
simulator that runs on commercial, off-theshelf
workstations (the Silicon Graphics IRIS
family of computers). NPSNET-IV has been
developed at the Naval Postgraduate School’s
(NPS) Department of Computer Science in the
Graphics and Video Laboratory. It utilizes Simulation
Network (SIMNET) databases and SIMNET
and Distributed Interactive Simulation
(DIS) networking formats. The DIS networking
format is flexible enough to allow multiple players
to game over the Internet. The availability of
NPSNET-IV lowers the entry costs of researchers
wanting to work with SIMNET, DIS and follow-
on systems. Without the contributions of the
department’s MS and Ph.D. candidates, the
NPSNET project would be impossible to maintain
and continue. The diversity of their interests
accounts for the broad range of research areas
within the project
NPSNET-human: inserting the human into the networked synthetic environment
The NPSNET Research Group is working in the area of robust representations of humans and real-time interactions
in the DIS synthetic environment. Our focus is on building the software bed for applications such as medical corpsmen
rescue training and dismounted infantry in the DIS environment. In conjunction with our academic, government and
industry partners, recent work has included novel hierarchical networking of multi-resolution humans in the DIS synthetic
environment, accurate articulated human viewpoints, simple networked wounding, networked autonomous
evacuation units, real-time arm articulations and realistic wounding model investigations.
Planned work over the next two years includes networked Personal Status Monitors, multi-resolution view switching,
networked autonomous air evacuations units, accurate wounding model integration, dynamic object networking,
physiological model integration, energy extraction input device integration, and the completion of the full-up human
in the NPSNET/DIS synthetic environment