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NPSNET : JANUS-3D : providing three-dimensional displays for a traditional combat model PDF

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Unclassified ECURITYCLASSIFICATIONOF THISPAGE REPORT DOCUMENTATION PAGE ia. REPORTSECURITY CLASSIFICATION UNCLASSIFIED 1b. RESTRICTIVE MARKINGS 2aSECURITYCLASSIFICATION AUTHORITY 3. DISTRIBUTION/AVAILABILITY OF REPORT Approved for public release; 2b. DECLASSIFICATION/DOWNgRADINgSCHEDULE distribution is unlimited \. PERFORMINGORGANIZATION REPORT NUMBER(S) 5. MONITORINGORGANIZATION REPORT NUMBER(S) NAMEOF ERFORMING ORGANIZATION 6b OFFICE SYMBOL 7a. NAMEOF MONITORING ORGANIZATION S.omputer Scciieennccee DUeept (ifapplicable) Naval Postgraduate School cs Naval Postgraduate School 6c. ADDRESS(City, State, andZIPCode) 7b. ADDRESS(City, State, andZIPCode) Monterey, CA 93943-5000 Monterey, CA 93943-5000 8a. NAME6F FUNDINO/SPONSORINg 8b 6FFICE SYMBOL 9. PROCUREMENT INSTRUMENT IDENTIFICATION NUMBER ORGANIZATION (ifapplicable) 8c. ADDRESS(City, State, andZIPCode) 10 SOURCE OF FUNDING NUMBERS PROGRAM PROJECT TASK WORK UNIT ELEMENT NO. NO. NO. ACCESSION Ni 11. TITLE (IncludeSecurityClassification) NPSNET: JANUS-3D, Providing Three-Dimensional Displays for a Traditional Combat Model (U). »Mtt°» arren, Patrick T. 13a TYPE OFREP.ORT 13b. TIME COVERED 14. DATE OF REPORT(Year, Month, Day) 1§. PA0E COUNT Master s Thesis from 08/90 to09/92 1992, September 24 104 16. supplementary notation The views expressed in this thesis are those of the author and do not reflect the offici policy or position of the Department of Defense or the United States Government 17. COSATI CODES 1V8i.rStUuBaJlECWToTrElRdM,S (TChornteienu-eDoinmreenvserisoenifanle,cessCaorymabnadtidenMtiofydbeylbilnocgk,numCberP)rogrammin FIELD GROUP SUB-GROUP Language, Terrain Generation, Real Time, Networking, JANUS, NPSNET 19. ABSTRACT(Continueonreverseifnecessaryandidentifybyblocknumber) This work involves integrating the Army's existing combat modeling tool, JANUS, with the real-time three dimensional graphics display offered by NPSNET. The development of a portable software package that can creat a three-dimensional virtual world from any existing JANUS terrain database is explained. In addition, a scripting toe capable of rendering JANUS scenarios previously executed in the traditional two-dimensional model is discussec This replay capability allows the gamer/analyst the ability to watch the three-dimensional battle unfold from an position on the battlefield. Lastly, the implementation of a real-time, networked link from the two-dimensions JANUS model to NPSNET is detailed. This link involves an Ethernet connection from a Sun workstation, whic houses the two-dimensional model, to a Silicon Graphics workstation used for rendering the real-time three dimensional simulation. The methodology used and techniques developed are fully portable to any workstation wit X-windows capability and any graphics workstation equipped with the GL libraries. 20. DISTRIBUTION/AVAILABILITYOFABSTRACT Q 21. ABSTRACT SECURITY CLASSIFICATION w[1| UmNCLAS^SIFIEmD/UNLIMITED [] SAMEAS RPT. DTIC USERS UNCLASSIFIED jsiBLE INDIVIDUAL 22b. TELEPHONE(IncludeAreaCode) *WiE SYMBOL (408)646-2174 Approved for public release; distribution is unlimited NPSNET: JANUS-3D Providing Three-Dimensional Displays for a Traditional Combat Model by Jon Curtis Walter Captain, United States Army B. S. Engineering, United States Military Academy, 1983 and Patrick Theron Warren Captain, United States Army B. S. Engineering, United States Military Academy, 1982 Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE IN COMPUTER SCIENCE from the NAVAL POSTGRADUATE SCHOOL September 1992 Kooert ti. McUhee, Chairman, Department of Computer Science ABSTRACT This work involves integrating the Army's existing combat modeling tool, JANUS, with the real-time three-dimensional graphics display offered by NPSNET. The development of a portable software package that can create a three-dimensional virtual world from any existing JANUS terrain database is explained. In addition, a scripting tool capable of rendering JANUS scenarios previously executed in the traditional two- dimensional model is discussed. This replay capability allows the gamer/analyst the ability to watch the three-dimensional battle unfold from any position on the battlefield. Lastly, the implementation ofareal-time, networked link from the two-dimensional JANUS model to NPSNET is detailed. This link involves an Ethernet connection from a Sun workstation, which houses the two-dimensional model, to a Silicon Graphics workstation used for rendering the real-time three-dimensional simulation. The methodology used and techniques developed are fully portable to any workstation with X-windows capability and any graphics workstation equipped with the GL libraries. CPT Walter concentrated his efforts in the areas oftranslations ofJANUS(A) files to NPSNET file format and the networking of both JANUS(X) and NPSNET. CPT Warren's primary focus was on generating three-dimensional terrain and the writing of JANUS(A) scripts that NPSNET can read. Both CPT Walter and CPT Warren worked together to create the tree and city canopies and other cultural features. HI 1 TABLE OF CONTENTS INTRODUCTION I. 1 BACKGROUND A. 1 MOTIVATION B. 1 OBJECTIVES C. 2 CHAPTER SUMMARY D. 3 , JANUS OVERVIEW II. (A): 4 BACKGROUND A. 4 B. DESCRIPTION 4 HARDWARE C. 5 PROGRAM SUMMARY D. 5 E. DATA FILE MANAGEMENT AND CONTENT 6 JANUS(A) 1. Initialization Files 7 a. Terrain Files 7 b. System Files 8 c. Force Files 9 d. Deployment Files 9 2. JANUS(A) Post-Processor Files 9 in. TWO-DIMENSIONAL TERRAIN AND SCRIPTING 1 A. SGI FORMATTED JANUS(A) FILES 11 1. Initialization Files 11 a. Terrain Files 11 b. System Files 12 c. Force Files 13 d. Deployment Files 13 2. SGI Formatted Post-processor Files 13 REPLAY B. 13 1. Two-Dimensional Map Generation 14 2. Two-Dimensional Scripting Capability 16 IV. NPSNET: INTEGRATION 19 BACKGROUND A. 19 HARDWARE B. 19 DESCRIPTION C. 19 D. NPSNET VEHICLE MOVEMENT AND SIMULATION 20 1. Vehicle Models 20 2. Vehicle Data Structure 20 3. Vehicle Activity in NPSNET 22 E. GENERATION OF NPSNET ELEVATION FILES 23 1. JANUS(A): Coordinate System 23 2. NPSNET: Coordinate System 24 F. GENERATING MESH TERRAIN 25 IV 1. Creating the Binary Elevation file 25 2. Creating Mesh Terrain 25 G. GENERATION OF POLYGON1ZED TERRAIN SKIN 26 1. Structure of Polygonized Terrain 26 a. Description ofGrid Node 26 b. Polygonized Terrain Resolution 27 c. Description of a Terrain Quadtree 28 2. Generating Terrain Polygons 30 H. GENERATION OF NPSNET ROADS AND RIVERS 31 GENERATION OF NPSNET CITIES AND TREES 32 I. 1. A Three-Dimensional Interpretation ofTwo-Dimensional Objects 32 2. Generation of City and Tree Canopies 33 a. Description of a Canopy 34 b. Determining the Canopy Height 35 c. Construction of Canopy Sides 35 3. Placement of Individual Trees and Buildings 38 a. Tree Placement 39 b. Building Placement 40 c. Equations for Determining Line-Polygon Intersections 41 V. NPSNET: GENERATION OF A THREE-DIMENSIONAL SCRIPT 43 A. THREE-DIMENSIONAL INFERENCE PROBLEM 43 B. APPROACH 44 C. CREATING THE NPSNET SCRIPT FILE 44 D. INFERRED INFORMATION REQUIREMENTS 46 E. BASIC CALCULATIONS 46 F. THE HEURISTIC MODEL 48 1. Defensive Heuristic 48 2. Offensive Heuristic 49 3. Speed Smoothing Heuristic 49 4. Vehicle Orientation Heuristic 50 5. Weapon Orientation Heuristic 50 G. CALCULATION OF THE HEURISTICS IN CLIPS 50 VI. NETWORKING AND REAL TIME SIMULATION 53 A. JANUS(A) FOR THE UNIX OPERATING SYSTEM 53 1. Background 53 2. Contrasts Between the UNIX and VAX Versions ofJANUS(A) 53 3. JANUS(X) Networking Capabilities 54 4. Network Message Format 56 a. JANUS(X) Message Format 56 b. NPSNET Message Format 58 B. NPSNET MESSAGES FROM JANUS 59 1. General Message Translation to NPSNET Format 59 a. Segment Number Conversion 59 b. Grid Coordinate Translation 59 c. Vehicle Model Identification 60 d. Elimination of Multiple Update Commands 61 2. NPSNET Initialization 62 3. Vehicle Movement Updates 64 4. Vehicle Shots 65 5. Artillery 65 6. Vehicle Destruction 66 CONCLUSIONS AND RECOMMENDATIONS VII. 67 CONCLUSIONS A. 67 1. Results 67 2. Applications 67 RECOMMENDATIONS B. 68 APPENDIX A: FILE TRANSLATION TECHNIQUES 69 APPENDIX B: USER'S GUIDE 72 A. INTRODUCTION 72 B. VAX TO UNIX FILE TRANSLATION 72 1. Translation ofTerrain File 73 2. Recompilation 73 3. Translation ofthe System File 74 4. Translation ofthe Force File 74 5. Translation of the Deployment File 75 6. Translation of Post-processor Files 75 C. TERRAIN GENERATION 75 D. SCRIPT GENERATION 80 E. Operation of the Two-Dimensional REPLAY Program 81 1. Initialization and Start-Up Procedures 81 2. Program Manipulation 82 F. Operation of NPSNET: JANUS-3D 84 1. NPSNET: JANUS-3D Compilation 84 2. Operation of NPSNET: JANUS-3D in Script Mode 85 3. Operation of NPSNET: JANUS-3D in Real-Time Mode 87 LIST OF REFERENCES 91 INITIAL DISTRIBUTION LIST 93 VI

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