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Published byLaureen Strickland Modified over 9 years ago
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Shallow Water Sonar Propagation & Visualization LT Tim Holliday Thesis Advisor - Dr. Don Brutzman Co-advisor - Dr. Kevin Smith
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Outline F Introduction F Ray Acoustics F Visualization F Java and VRML F Power of the Web F Simulation Results F Cool VRML Stuff F Conclusions/Future Work
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Introduction F Phoenix AUV F Artificial Intelligence F Manta UUV F Real Time Sonar Training –Personnel –Machine
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Ray Acoustics F Derivation –Helmholtz Equation –Assumed Solution –High Frequency approximation (>500Hz) –Differential Solution –Difference Solution –Transport Solution I o A o =I f A f
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Visualization F Static Visualization –See how sonar covers an area –Several different aspects in the same scene F Dynamic Visualization –See the time dependence in action F Interactive Visualization –Simulate searching an area in a virtual world
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Java and VRML F Why Java –Network oriented –Tight integration to VRML –As fast as compiled C++ code. F Why VRML –Free –3D capable –Easy to learn
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Power of the Web F Power of parallel computing –Loki Cluster u 1.4 GigaFlops for < $25,000 u 2100 rays in real time –Even less if network already there F Massive simulation capability –Many people interacting over the MBONE –Each one contributes a “Vehicle” to the scene
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Simulation Results
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Simulation Results Ray Theory
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Cool VRML Stuff F Sonar Ray Trace F Sonar Beam Trace –Static –Dynamic –Experimental F Sonar Lobe Trace –Static –Dynamic
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Conclusions/Future Work F Conclusions –3D can enhance perception of information –3D will likely be an important tool –Real-time sonar simulation is possible –Ray tracing is not the only possible algorithm F Future Work –Enhancements to ray and visualization models –3D target localization –Take the fleet out of flatland
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