1. S3348 - REAL-TIME VISUAL SIMULATION FOR
CABIN CONFIGURATION AND EXTERIOR MARKING
AT GULFSTREAM AEROSPACE CORP.
NVIDIA GPU TECHNOLOGY CONFERENCE 2013
MARCH 18-21 | SAN JOSE, CALIFORNIA
FERNANDO TOLEDO
FINAL PHASE ENGINEERING
fernando.toledo@gulfstream.com
2. GENERAL DYNAMICS – $31.5B IN 2012
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4. GULFSTREAM AEROSPACE PRODUCT LINE
3,000 nm (5,556 km) at M0.75
3,000 nm (5,556 km) at M0.75
3,600 nm (6,667 km) at M0.80
3,600 nm (6,667 km) at M0.80
4,350 nm (8,056 km)
4,350 nm (8,056 km) at M0.80
at M0.80
6,750 nm (12,501 km)
at M0.80
6,750 nm (12,501 km) at M0.80
7,000 nm (12,964 km)
at M0.85
7,000 nm (12,964 km) at M0.85
G150, G280 range with 4 passengers / G450 – G650 range with 8 passengers
G150/G280 shown with optional Enhanced Vision System (EVS)
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11. ENGINEERING DATA PREPARATION: CLEAN-UP
Original GAC CAD database is too complex for photo-realistic real-time visual simulations – even for
NVIDIA Q6000s to handle it. Most parts have unnecessary geometry features and most assemblies
use standard parts that are invisible from inside perspective in the cabin;
Removal of features requires to go inside the part specification definition and then to remove holes
or pockets in most cases. This is the topology clean-up phase.
Removal of unwanted parts from assemblies can use a combination of GAC Visual Basic macros
and/or using copy & pasting with the preservation of the part’s matrix transformation (Aircraft XYZ
coordinates).
The whole clean-up process can reduce millions of polygons from the view-frustum by improving
the culling process time and thus speeding-up the rendering.
Before Hole(s) Removal After Hole(s) Removal
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12. ENGINEERING DATA PREPARATION: NURBS EXTRACTION
After clean-up is completed in the SOLID domain the surface extraction (NURBS) takes place.
NURBS extraction uses a manual selection of faces with same tangent continuity (G1) on CATIA V5.
Faces not visible from inside cabin perspective are not extracted.
Faces are also grouped considering improved UV Mapping for texture and shadow.
The unnecessary faces can reduce millions of polygons from the simulation’s database thus
improving the frame-rate.
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14. ENGINEERING DATA PREPARATION: NURBS EXTRACTION
Once the full interior, cleaned-up, NURBS based model is completed it then can be used for CAD
reengineering, fast design reviews (3DXML Player) or for native importation into a Real-Time Photo-
Realistic Visual Simulation software.
It’s recommended to use Real-Time Simulation software that can preserve the NURBS entity. This
allows efficient deployment for several types of image generators with specific graphics & GPU
capabilities through a combination of tessellation accuracy (polygons count) and proper level-of-
detail definition.
G650 FWD GALLEY CREW
G650 FWD GALLEY CREW
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15. RT VISUAL SIMULATION SOFTWARE PLATFORM
SOME DESIRABLE FEATURES:
VISUAL CHARACTERISTICS
• Full OpenGL implementation;
• Real-Time Ray-tracing with scalable, hybrid use of NVIDIA CUDA
cores/CPU cores;
• Global Illumination Solution with scalable, hybrid use of NVIDIA
CUDA cores/CPU cores;
• Static and Dynamic Shadows; Depth of Field;
• Hardware & Software based AA;
• Advanced UV Mapping for complex texturing and shadow maps;
• Advanced Material Editor including CgFX Shaders; Real-Time
Mirror;
• Native File Importation (NURBS) from major CAD/CAID platforms,
with control of topology and tessellation
• Lighting: direct and indirect (including from surround environment)
• Photometric Approach (for FAA/EASA Certification)
Light Source: Flux, Spectrum, Intensity and Emittance
Optical Material: Scattering (BRDF) & Luminance, and direct
Interface to Reflectmeters;
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16. RT VISUAL SIMULATION SOFTWARE PLATFORM
SOME DESIRABLE FEATURES:
PERFORMANCE, BEHAVIORAL AND VR CHARACTERISTICS
• Scalability and Distributed Rendering (PC clusters, multi-GPU, SLI,
screen/temporal decomposition, etc…);
• Scene Graph implementation with hierarchical view-frustum
occlusion culling, Z-buffer, display list, flatten mechanism for
transformation, level-of-detail (LOD):
• Visual system agnostic approach (from CAVE to desktop to mobile)
• Asymmetric view-frustum; multi screen/walls support (CAVE,
PowerWall, HMD, etc…);
• Direct API/drivers/middleware (Mechdyne’s TrackD, UNC’s VRNR)
for interactive devices (motion trackers, wands, joysticks, etc…);
• Scripting or coding capability for behavioral simulation (i.e. events
triggering actions), including SDK for customized behaviors;
• Kinematics features and direct import from major CAD platforms
• Collision Detection for objects and user’s camera viewpoint;
• Frame-rate analysis tools, triangle/fan strip statistic,
• Overlay for bitmaps and GUI(Flash, etc…);
• Secure and compressed simulation deployment for free viewer
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22. 3D REAL-TIME EXTERIOR MARKING SIMULATION
TWO METHODS, TWO DIFFERENT
REQUIREMENTS
B-SPLINE PROJECTION ON NURBS LOFTING
BEFORE IMPORTATION ON REAL-TIME
SOFTWARE
• Accurate & ready for paint drawing or
laser-based Projection Painting Shop
• Maybe affect Real-Time Simulation by
addition of polygons and shadow
Maps
TEXTURE PROJECTION USING UV MAPPING
EDITOR INSIDE REAL-TIME SOFTWARE
• Low accuracy, exterior marking may
go over incidentals (Antennas,
Probes, Hinges, etc.)
• No impact on frame-rate
performance, may require ultra-high
resolution textures
G650 EXTERNAL LOFTING
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23. REAL-TIME CABIN CONFIGURATOR FOR MAC OS*
G650 COCKPIT
GULFSTREAM INTRODUCED DESIGNBOOK AT NBAA 2012 SHOW
Based on RTT DeltaGen’s
off-line rendering using
mixed database (DS CATIA
V5 and AutoDESK Maya).
It’s not 3D. It uses 6 images
in cubic environment.
Configuration option uses
RTT Layer’s feature in
selected monuments for
material and layout
variation.
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24. SOME IMPORTANT STEPS IN DEFINING SIMULATION - 1
• PROPER SET OF HIERARCHICAL TREE FOR OCCLUSION
1
2
CULLING
3
4
• PROPER SET OF HIERARCHICAL TREE FOR KINEMATICS
5
• PROPER SET OF LAYOUT VARIATION
• PROPER SET OF OPENGL LIGHT PLACEMENT
(UNTIL 8 LIGHTS PER TREE’S BRANCH)
6
7
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25. SOME IMPORTANT STEPS IN DEFINING SIMULATION - 2
• PROPER UV TEXTURE MAP AND SHADOW MAP DEFINITION FOR ALL PARTS
• TEXTURING: VIDEO MEMORY VS. RESOLUTION OR QUALITY VS. PERFORMANCE
X, Y ARE INTEGERS
2Y
2X
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26. SOME IMPORTANT STEPS IN DEFINING SIMULATION - 3
• COMPOSE SIMPLE KINEMATICS TO CREATE COMPLEX ONES
• IMPORT KINEMATICS FROM CAD/CAID WHENEVER AVAILABLE
• DO YOU WANT IT FRAME-RATE BASED OR TIME BASED?
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27. SOME IMPORTANT STEPS IN DEFINING SIMULATION - 4
USE BEHAVIORAL SCRIPTING IF AVAILABLE AND THEN CREATE YOUR OWN CUSTOMIZED LIBRARY
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28. TECHNICAL CHALLENGES AND POTENTIAL R&D
SURFACE EXTRACTION PROCESS OF ENGINEERING SOLID MODELS
The current method is highly time consuming. It requires manual selection of
faces with the same tangency continuity and direction. An off-line, automatic
selection mechanism for surfaces’ face normal pointing to inside will solve this
problem.
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29. TECHNICAL CHALLENGES AND POTENTIAL R&D
BETTER TESSELLATION AND TOPOLOGY CONTROL
For additional rendering performance the control of triangles strip or fan strip
for optimal ratio (40 -50) is essential. There is no control on geometry originated
in CAD/CAID
T = N - 2; N: Integer,
SURFACE AREA LIGHT
Corporate Jet cabins rely on LED-based surface for majority of its illumination.
There is no equivalent method that mimics that in real-time visual simulation.
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30. TECHNICAL CHALLENGES AND POTENTIAL R&D
PHOTOMETRIC BASED ILLUMINATION AND READABILITY & LEGIBILITY ANALYSIS TOOLS
IN REAL-TIME
This is not only about optical, physics-based accurate rendering. This is most
about real-time engineering analysis, involving Human Factors and Certification.
Beyond style and visual comfort, this is essential for cabin/cockpit illumination
analysis of awareness, emergency and evacuation scenarios.
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