FINAL_-_CDT_VPL_SRD_Appendix_A_Visual_20180803.docx
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- New Amendment for Common Driver Trainer
- Solicitation number
- W900KK-18-R-0037
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This document summarizes a forthcoming request for proposal for the Common Driver Trainer Virtual Product Line from the U.S. Army. The government intends to award an indefinite delivery/indefinite quantity contract with a five-year ordering period and $110 million ceiling to provide initial and sustainment training for wheeled and tracked vehicles. The contractor will be responsible for developing and updating the Common Driver Trainer component architecture, restructuring software and hardware as needed to improve the product line and integrate it with the Live Training Transformation portal and integrated development environment. The government will issue a draft RFP on March 9th and hold a site visit at Fort Leonard Wood to allow vendors to gather information.
SRD Appendix A
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SYSTEM REQUIREMENTS DOCUMENT (SRD)
FOR
THE COMMON DRIVER TRAINER (CDT) VIRTUAL PRODUCT LINE (VPL) SYSTEM
APPENDIX A – VISUAL SYSTEM
VERSION 2.0
21 JUNE 2018
Prepared by:
U.S. Army Program Executive Office Simulation, Training and Instrumentation
(PEO STRI)
Product Manager for Virtual Training Systems (PdM VTS) 12211 Science Drive Orlando, Florida 32826-3276
DISTRIBUTION STATEMENT A: APPROVED FOR PUBLIC RELEASE; DISTRIBUTION IS UNLIMITED.
CHANGE HISTORY
| Revision |
| Date |
| Section |
| Description |
| Version 1.0 |
| 14 April 2017 |
| All |
| Initial Release |
| Version 1.1 |
| 7 June 2017 |
| All |
| Spelling and format |
| Version 1.1.1 |
| 31 July 2017 |
| 3.2.1 |
| Add TWV models |
| Version 2.0 |
| 21 June 2018 |
| 3.2.1.3, 3.2.1.4, 3.3.1.1.16 |
| Results of Draft RFP |
Table of Contents
| 1. | SCOPE | 1 |
| 2. | APPLICABLE DOCUMENTS | 1 |
| 3. | REQUIREMENTS | 1 |
| 3.1 Item Definition | 1 | |
| 3.1.1 Interface Definition | 1 | |
| 3.1.1.1 Mechanical Interface | 1 | |
| 3.1.1.2 | Electronic Interface | 1 |
| 3.1.1.3 | Software Interface | 2 |
| 3.1.2 Major Visual System Components | 2 | |
| 3.1.2.1 | Computer Image Generation Subsystem | 2 |
| 3.1.2.2 | Installation Kit | 2 |
| 3.1.2.3 | Logistic Support Items | 3 |
| 3.1.2.4 | Government Provided Items | 3 |
| 3.1.2.5 | Image Display Subsystems | 3 |
| 3.1.2.6 | Image Databases | 3 |
| 3.1.2.7 | Operating and Maintenance Software and Hardware | 3 |
| 3.2 Characteristics | 3 | |
| 3.2.1 Performance | 4 | |
| 3.2.1.1 | Training Scene Requirements | 4 |
| 3.2.1.2 Ground Mounted Combat | 4 | |
| 3.2.1.3 | Terrain Databases | 4 |
| 3.2.1.3.1 | Terrain Database Attributes | 5 |
| 3.2.1.3.2 | Existing Terrain Databases (DBs) | 5 |
| 3.2.1.3.3 New Terrain Databases | 6 | |
| 3.2.1.3.4 Terrain Databases Extent and Size | 7 | |
| 3.2.1.3.5 Geo-Specific Features | 7 | |
| 3.2.1.3.6 Terrain Databases Attributes | 7 | |
| 3.2.1.3.7 Testing Terrain Databases | 12 | |
| 3.2.1.3.8 Deliverable Terrain Databases | 13 | |
| 3.2.1.4 | Models | 13 |
| 3.2.1.4.1 Interactive Human Models | 23 | |
| 3.2.1.4.2 Moveable Models | 24 | |
| 3.2.1.4.3 Relocatable Objects | 24 | |
| 3.2.1.4.4 Moving/Repositionable/Switchable Models, Animations and Special Effects | 25 | |
| 3.2.1.4.5 Other Models | 25 | |
| 3.2.1.4.6 Deliverable Models | 26 | |
| 3.2.1.5 | Special Real-Time Processing | 26 |
| 3.2.1.5.1 Atmospheric and Meteorological Effects | 26 | |
| 3.2.1.5.2 Illumination | 26 | |
| 3.2.1.5.3 Visual Simulation of Motion | 26 | |
| 3.2.1.6 Image Quality – General | 27 | |
| 3.2.1.6.1 Visual Image Field of View | 27 | |
| 3.2.1.6.2 Visual Image Sharpness | 27 | |
| 3.2.1.6.3 Luminance | 27 | |
| 3.2.1.6.4 Contrast | 28 | |
| 3.2.1.6.5 Color | 28 | |
| 3.2.1.6.6 Image Perspective and Geometric Accuracy | 28 | |
| 3.2.1.6.7 Vernier Resolution | 29 | |
| 3.2.1.6.8 Adjacent Channel Matching | 29 | |
| 3.2.1.6.9 Image Stability | 29 | |
| 3.2.1.6.10 Video Rate | 29 | |
| 3.2.1.6.11 Update Rate and Channel Synchronization | 29 | |
| 3.2.1.6.12 Occulting (Hidden Surface Elimination) | 29 | |
| 3.2.1.6.13 Smear | 30 | |
| 3.2.1.6.14 Flicker | 30 | |
| 3.2.1.6.15 Stepping | 30 | |
| 3.2.1.7 Image Quality - System Capacity | 30 | |
| 3.2.1.8 Electro-Optics (EO) Sensor Image Simulation | 31 | |
| 3.2.1.8.1 Sensor Image Database | 31 | |
| 3.2.1.8.2 Thermal Sight Image Simulation | 31 | |
| 3.2.1.8.3 Night Vision Image Intensifier | 32 | |
| 3.2.1.9 STS and Console Specific FOV and Resolution Requirements | 32 | |
| 3.2.1.9.1 TV (M1A1/ M1A2 SEP Tank) and TEV (JAB) STS | 32 | |
| 3.2.1.9.2 TWV | 33 | |
| 3.2.1.9.3 MV | 34 | |
| 3.2.1.9.4 SV | 34 | |
| 3.2.1.9.5 AAR – Full Screen Visual Display | 34 | |
| 3.2.2 | Functional Training | 35 |
| 3.2.3 | General Training Scene | 35 |
| 3.3 Major Component Characteristics | 35 | |
| 3.3.1 | Image Generator Subsystem | 35 |
| 3.3.1.1 | CIG Hardware Requirements | 35 |
| 3.3.1.1.1 Fans | 35 | |
| 3.3.1.1.2 Cable Slack and Accessibility | 35 | |
| 3.3.1.1.3 Shock | 36 | |
| 3.3.1.1.4 Vibration | 36 | |
| 3.3.1.1.5 Interchangeability | 36 | |
| 3.3.1.1.6 Materials, Processes and Parts | 36 | |
| 3.3.1.1.7 Improved IG performance | 36 | |
| 3.3.1.1.8 Electromagnetic Radiation | 36 | |
| 3.3.1.1.9 Identification and Marking | 37 | |
| 3.3.1.1.10 Use of Commercial Components | 37 | |
| 3.3.1.1.11 CIG Power & Ground Interface | 37 | |
| 3.3.1.1.12 CIG Facility Mechanical Interface | 38 | |
| 3.3.1.1.13 Acoustical Noise | 38 | |
| 3.3.1.1.14 CIG Over-Temperature Protection. | 38 | |
| 3.3.1.1.15 CIG System Maintenance Access | 38 | |
| 3.3.1.1.16 CIG System Environmental | 38 | |
| 3.3.1.2 CIG Software Requirements | 39 | |
| 3.3.1.2.1 CIG Software | 39 | |
| 3.3.1.2.2 System Timing | 40 | |
| 3.3.1.2.3 CIG Performance Requirements | 41 | |
| 3.3.1.2.4 Visual System Functionality | 43 | |
| 3.3.1.2.5 Surfaces and Surface Effects | 44 | |
| 3.3.1.2.6 Light Points | 45 | |
| 3.3.1.2.7 Texture | 47 | |
| 3.3.1.2.8 Color Fidelity | 47 | |
| 3.3.1.2.9 Anti-Aliasing | 48 | |
| 3.3.1.2.10 Displayed Image Sharpness | 48 | |
| 3.3.1.2.11 Vernier Resolution | 48 | |
| 3.3.1.2.12 Light Point Resolution | 48 | |
| 3.3.1.2.13 Levels of Detail | 48 | |
| 3.3.1.2.14 Load Management | 48 | |
| 3.3.1.2.15 Scene and Overload Management | 49 | |
| 3.3.1.2.16 Rates of Motion | 52 | |
| 3.3.1.2.17 Field-of-View Culling | 53 | |
| 3.3.1.2.18 Occulting | 53 | |
| 3.3.1.2.19 Mission Functions | 53 | |
| 3.3.1.2.20 Reticles & Symbology Requirements | 54 | |
| 3.3.1.2.21 Real-Time Sensor Simulations | 54 | |
| 3.3.1.2.22 Sensor Effects Generation | 55 | |
| 3.3.1.2.23 | Airfield Alignment | 57 |
| 3.3.1.2.24 Airfield Lighting Control | 57 | |
| 3.3.1.2.25 Traffic Light Control | 58 | |
| 3.3.1.2.26 Runway Conditions | 58 | |
| 3.3.1.2.27 Atmosphere | 58 | |
| 3.3.1.2.28 Environment Configuration and Tuning | 58 | |
| 3.3.1.2.29 Horizon | 58 | |
| 3.3.1.2.30 Sky Canopy | 59 | |
| 3.3.1.2.31 Visibility/Layered Fog and Haze | 59 | |
| 3.3.1.2.32 Haze | 59 | |
| 3.3.1.2.33 Light Effects in Fog | 59 | |
| 3.3.1.2.34 Cloud Decks | 59 | |
| 3.3.1.2.35 Scattered 3D Clouds | 59 | |
| 3.3.1.2.36 Fog and Cloud Texture | 59 | |
| 3.3.1.2.37 Storm Clouds and Storm Effects | 59 | |
| 3.3.1.2.38 Storm Control | 59 | |
| 3.3.1.2.39 Wind Effects | 60 | |
| 3.3.1.2.40 Falling Snow | 60 | |
| 3.3.1.2.41 Time of Day | 60 | |
| 3.3.1.2.42 Own Vehicle Lighting | 60 | |
| 3.3.1.2.43 Landing Lights and Steerable Searchlights | 60 | |
| 3.3.1.2.44 Beacon and Strobe | 61 | |
| 3.3.1.2.45 Glare | 61 | |
| 3.3.1.2.46 Feature Models | 61 | |
| 3.3.1.2.47 Moving Models | 61 | |
| 3.3.1.2.48 Converging Traffic | 62 | |
| 3.3.1.2.49 Animation and Special Effects | 62 | |
| 3.3.1.2.50 Search Light | 64 | |
| 3.3.1.2.51 3D Sea States | 64 | |
| 3.3.1.2.52 Display Controls | 64 | |
| 3.3.1.3 Interfaces to the CIG | 65 | |
| 3.3.1.3.1 CIG to Host Physical Interface | 65 | |
| 3.3.1.3.2 CIG Software Interface | 66 | |
| 3.3.1.3.3 Interface of CIG to Other STS/IOS | 66 | |
| 3.3.1.3.4 CIG Maintenance Console | 66 | |
| 3.3.1.3.5 CIG Maintainability | 66 | |
| 3.3.1.3.6 Maintenance and Diagnostic software | 67 | |
| 3.3.1.3.7 CIG System to Display Interface | 68 | |
| 3.3.1.3.8 Installation Kit Requirements | 68 | |
| 3.3.1.3.9 Visual Database Interfaces | 69 | |
| 3.3.1.3.10 Post Development Software Support Interfaces | 69 | |
| 3.3.1.4 Environment Generation | 70 | |
| 3.3.1.4.1 Databases | 70 | |
| 3.3.1.4.2 Database Size | 70 | |
| 3.3.1.4.3 Visual Database Performance | 70 | |
| 3.3.1.4.4 Database Storage Capacity | 70 | |
| 3.3.1.4.5 Database Selection | 70 | |
| 3.3.1.4.6 Scene Retrieval | 70 | |
| 3.3.1.4.7 Changes to the Existing Simulation | 70 | |
| 3.3.1.4.8 Developed/Converted/Reformatted Visual Database Requirements | 70 | |
| 3.3.1.4.9 State and Control Switches | 71 | |
| 3.3.1.4.10 Dynamic Objects | 72 | |
| 3.3.1.4.11 Static Objects | 72 | |
| 3.3.1.4.12 Seasonal Changes | 72 | |
| 3.3.1.4.13 Model Library Content | 72 | |
| 3.3.1.4.14 Sensor Effects (DVE only) | 72 | |
| 3.3.1.4.15 Special Effects | 72 | |
| 3.3.2 Image Display Subsystem | 73 | |
| 3.3.2.1 Display Configurations | 73 | |
| 3.3.2.2 Design Constraints | 74 |
PRF-PT-685
CDT SRD Appendix A – Version 2.0 21 June 2018 ii
1. SCOPE
This System Requirements Document (SRD) describes the visual requirements for all current Common Driver Trainer (CDT) Variants. CDT future variants will require updates when available.
2. APPLICABLE DOCUMENTS
PRF-PT-685 CDT Common SRD
3. REQUIREMENTS
3.1 Item Definition
The image generation and display systems shall consist of the computer image generation equipment, display devices and associated software required to simulate the CDT visual scene environment. The visual scene environment shall be visible through the driver vision blocks and driver sensors view of the CDT student training stations and on the visual displays associated with selected CDT consoles. Throughout this appendix, the term “host” shall define as the primary computer processor associated with each Student Training Station (STS) or console.
The following appendix covers the CDT and STS consoles:
a. STS:
(1) Driver
b. Consoles with visual displays:
(1) After Action Review (AAR)/Auxiliary Station (AS)
(2) Instructor/Operator Station (IOS)
The configuration supported for each STS/workstation shall be the production configurations and deployed configurations in effect at the time of contract award.
3.1.1 Interface Definition
3.1.1.1 Mechanical Interface
The mechanical interface shall include all mechanical structures for housing the various components for the visual systems and structures to position and support the components.
3.1.1.2 Electronic Interface
The electronic interface shall provide all of the data, power, and control interfaces required to achieve the complete performance and functionality specified for the CDT system. The CDT system shall provide a compatible data transfer and control interface interconnecting each STS or console image generation system and local host computer system. The interface shall provide necessary control signal generation, timing, logic level shifting, and signal buffering as required for proper image generator system operation. The interface between the image generation system and the local host computer shall utilize a common/standard interconnect and shall observe standard communication protocols.
3.1.1.3 Software Interface
The software interface shall include the software necessary to properly integrate each STS’s and console’s host and image generation systems in order to provide the complete performance specified for the CDT system. The image generation system shall interface with software as required by the Common SRD.
3.1.2 Major Visual System Components
The major visual system components for each STS/console shall be as specified below.
3.1.2.1 Computer Image Generation Subsystem
The Computer Image Generation (CIG) subsystem shall be included for each visually-equipped STS, workstation configuration, and necessary logistic support items.
The CIG subsystem shall provide image signals for the simulation of all of the display types as applicable to each individual STS and console. The CIG subsystem shall provide, as a minimum, the following functions:
a. Host processor interface
b. Local database storage including terrain, features and models
c. Real time scene content management
d. Image processing
e. Display processing
The CIG subsystem shall leverage advances in commercial computer graphics technology to provide a cost-effective and supportable CIG. Except as explicitly approved by the Government, the CIG subsystem shall maintain correlation with the existing simulation including: Semi-Automated Forces (SAF), environmental models, radio, Scenario Generation System (SGS), Joint Capabilities Release (JCR), and maps, so that the supporting databases will not have to be changed to accommodate the CIG.
To support the reconfiguration capability provided by STS variant kits, the CIG subsystems for each series (e.g. TWV, TV, TEV, MRAP, SV, HMMWV, MTVR, MATV, Buffalo, LVSR, and JLTV) shall be designed to support multiple configurations in the series (e.g. TV series have M1A1, M1A2 SEPv2).
3.1.2.2 Installation Kit
There shall be no need to use special tools for equipment installation. Any special tools shall require Government approval.
3.1.2.3 Logistic Support Items
Logistics items shall provide, as necessary, to support each delivered CIG System configuration.
3.1.2.4 Government Provided Items
Reference the latest version of the CDT Common SRD.
3.1.2.5 Image Display Subsystems
The image display subsystems shall convert the signals from the image generator into visual images which depict the appearance of the physical environment. The image display subsystem shall include the following display types as applicable to each individual STS or console:
a. Driver vision blocks
b. Thermal imagery and sensor systems
c. Console visual displays
d. Camera views
3.1.2.6 Image Databases
CDT visual systems shall utilize government furnished, stored digital representations of the training environment’s physical characteristics, vehicles, military units and special effects.
3.1.2.7 Operating and Maintenance Software and Hardware
The contractor shall provide all software and hardware needed to operate and maintain the system.
3.2 Characteristics
The CDT shall provide real-time color computer generated visual images to train vehicle-driving students. In addition, the visual simulation shall provide the essential cues required by the student to assess simulated vehicle position and velocity, characteristics of the terrain, and other information necessary to operate the simulated vehicle in training scenarios. The visual system shall consist of the image generation system, display system, terrain database(s), static and dynamic models, and any associated hardware and/or software required to simulate the vehicle visual/sensor scene environment. The terrain databases shall simulate an area, at a minimum, of 20km x 20km to satisfy the requirements for the training tasks, procedures, postures, terrain features and conditions for the vehicle variant been trained. In addition, the terrain features shall provide terrain details, contents, features, and varieties to meet the requirements for the training tasks for each vehicle variant.
3.2.1 Performance
The image generation and display system for each STS and console shall provide real-time visual and sensor displays of the training environment for all simulated viewpoint positions and attitudes. The computer image generator imagery shall change with and be dictated by real-time movement through the environment, engagement actions taken, and the actions of all STSs and consoles in the battle scenario. The system shall provide visual and sensor information concerning the environment, other units, and events relevant to the scenario and vehicle system operation as would be available under the corresponding real world conditions. Unless otherwise specified, all of the specified performance and image generator capabilities shall be available simultaneously at any time during the training scenario(s).
3.2.1.1 Training Scene Requirements
Training visual imagery shall be consistent with depiction of the realworld environment. The simulated features shall be similar to the realworld area in appearance, frequency of occurrence and other characteristics. Sufficient detail shall be available to provide this information and to provide realistic depth perception over terrain surfaces as it provides in the real world. Training scene features shall display with sufficient fidelity to allow the users to visually recognize them by shape, size, relationship to other objects, and texture.
The displayed images shall depict the speed, path, and attitude of the simulated vehicle using vehicle dynamics calculations from the host. The movement of units shall be correctly influenced by the terrain slope, surface material (soil type), and water depth, so that the same limitations on motion exist as in the real world. The dynamics of the moving parts on the vehicles, e.g. turret and tube shall depict with the motion systems. The displayed images shall depict orientation and surrounded environments. The simulated vehicles shall be capable of being placed anywhere in the gaming environment at initialization. The host shall control the movements and functions for the vehicles.
3.2.1.2 Ground Mounted Combat
The CDT visual system shall generate, in real-time, displayed images of the simulated battlefield which depict the movement and engagement of all stationary and moving vehicles (friendly and enemy), whether in the open or partially concealed. The CDT visual system shall also provide visual scenes for ground unit engagement of air targets.
3.2.1.3 Terrain Databases
Each CDT shall contain all existing CDT terrain databases and any new CDT terrain databases required by the specific product requirements specification. Each CDT terrain database shall be a continuous representation of terrain elevation, terrain features (trees, rivers, soil type, etc.) and cultural data. Each CDT terrain database shall be required to smoothly blend the terrain and the features comprising the database (e.g. connect and/or continue rivers, roads, power lines and hilly areas) to avoid unrealistic discontinuities. Each CDT terrain database shall model at a resolution that is consistent with the type of terrain depicted and which provides the appropriate terrain/vehicle interaction for the type of terrain traversed. In areas of some regions, this will be equivalent to Digital Terrain Elevation Data (DTED) Level 5 (1m), in other areas DTED Level 2 (30m) or Level 1 (1km). Each CDT terrain database shall contain a database surround area of low resolution, generic terrain that will extend out to the visual range beyond the edge of the primary training environment. The database surround shall prevent seeing the edge of the database.
3.2.1.3.1 Terrain Database Attributes
Each database shall have all terrain skin surface polygons properly flagged as terrain and attributed with CDT-compatible basic terrain types. A Traction Coefficient (TC) parameter defines the amount of traction between a normal rubber tire on an average mid-sized automobile and a particular type of terrain under the environmental conditions described. Perfect traction would be 1.0 and no traction is 0.0. The terrain TC shall be alterable during runtime via the Environmental Controls Window. A slider bar shall be available to raise or lower the TC (100% to 0%) of all terrain tiles. For example, when the TC slider moves to the left, the TC factor of each terrain tile shall lower by the same percentage and when the slider moves to the right, the roughness factor of each terrain tile shall increase.
The Roughness Factor defines the probability of a driver receiving a noticeable jerk through the steering wheel force feedback system and vehicle dynamics due to irregularities in the terrain surface such as potholes, rocks, road seams, ruts and other similar irregularities. For the Roughness Factor, 0.0 indicates a very smooth, glasslike terrain with no irregularities and 1.0 represents an extremely rough, impassable terrain. The terrain roughness factor shall be alterable during runtime via the Environmental Controls Window. A slider bar shall be available to raise or lower the roughness factor of all terrain tiles equally. For example, when the roughness slider moves to the left, the roughness factor of each terrain tile shall lower by the same percentage (i.e. less jerk in the steering wheel) and when the slider moves to the right, the roughness factor of each terrain tile shall increase.
3.2.1.3.2 Existing Terrain Databases (DBs)
All existing CDT terrain DBs shall convert to use One Semi-Automated Forces (OneSAF) and the Synthetic Environment Core (SE Core) environment. Each database shall be with a nominal visibility range of 5,000 meters. Each database shall be optimized to run on all image generators used in the CDT product line at a frame rate of 60 Hertz (Hz) with at least 30% spare rendering capacity using a per-channel field of view (FOV) of 60 (H) x 45 (V) degrees and 5,000 meter visibility range.
The following existing CDT terrain databases:
a. CDT Common. The CDT Common databases:
1. mountain region
2. military base
3. desert
4. urban
5. plain
b. Ft. Leonard Wood Training Area-244 (TA-244). The CDT TA-244 database contains areas of different terrain types (dirt, mud, cultivated field and sand) and terrain features (trenches, bomb craters, minefields) needed to train drivers and commanders of the Assault Breacher Vehicle (ABV) and the Joint Assault Bridge (JAB) to properly employ their vehicle equipment using the CDT Tank Engineering Variant (TEV)
c. Afghanistan. The CDT Afghanistan database is an SE Core geo-specific database containing an area of Afghanistan. It is used primarily to familiarize drivers of the Mine Resistant Ambush Protected (MRAP) All Terrain Vehicle (M-ATV) with the types of terrain they will encounter prior to deployment into the Afghanistan Theater
d. Ft. Bragg Driver Training Course 1 and 2 databases. The CDT Ft. Bragg databases are geo-specific databases containing an area of Ft. Bragg, NC. Each database contains a separate Driver Training Course used primarily to familiarize drivers of the Mine Resistant Ambush Protected (MRAP) family of vehicles with the full extent of the vehicle’s capabilities to traverse various terrain types and obstacles
e. Ft Benning Driver Training Course: The CDT Ft. Benning database is a geo-specific database containing an area of Ft. Benning, GA. The database contains a beginning and advanced Driver Training Course used primarily to familiarize the full extent of the vehicle’s capabilities to traverse various terrain types and obstacles
f. Ft Bliss Driver Training Course: The CDT Ft. Bliss database is a geo-specific database containing an area of Ft. Bliss, TX
g. Ft Polk Driver Training Course: The CDT Ft. Polk database is a geo-specific database containing an area of Ft. Polk, LA
h. 29 Palms Driver Training Course: The CDT 29 Palms database is a geo-specific database containing an area of 29 Palms, CA.
i. Cp. Pendleton Driver Training Course: The CDT Cp. Pendleton database is a geo-specific database containing an area of Cp. Pendleton, CA.
3.2.1.3.3 New Terrain Databases
The CDT architecture shall allow the integration of additional SE Core terrain databases into the CDT system (i.e. Scenario Generation System (SGS), STS, and runtime software). Any new terrain databases developed for use on the CDT shall submit to SE Core for evaluation thirty calendar days prior to CDT acceptance testing. Any new terrain databases developed for use on the CDT shall integrate into the SGS. The CDT synthetic environment shall utilize the Environment Runtime Component (ERC) software services from the SE Core Virtual OneSAF baseline. The ERC component shall replace all CDT legacy Height Above Terrain (HAT) and collision capabilities. Unless superseded by a specific requirements document, all new CDT terrain databases shall meet the following requirements:
a. Each database shall be with a nominal visibility range of 5,000 meters;
b. Each database shall be optimized to run on all image generators used in the CDT product line at a frame rate of 60 Hz with at least 30% spare rendering capacity using a per-channel field of view of 60 (H) x 45 (V) degrees and 5,000 meter visibility range.
3.2.1.3.4 Terrain Databases Extent and Size
Each database shall have an extent and location as stated in the product requirements specification. Unless otherwise specified, the minimum size for all new CDT terrain databases shall be 20 km x 20 km.
3.2.1.3.5 Geo-Specific Features
Each database shall contain geo-specific three dimension (3D) models (i.e. buildings and other structures) for which suitable photo texture imagery is available. All other 3D features in the Area Of Interest (AOI) shall be populated in the terrain utilizing geo-typical library models. All 3D features in the database shall have bounding box collision volumes with CDT-compatible collision result codes assigned (e.g. soft vs. hard collision volumes). Unless otherwise specified, all bridges in new CDT terrain databases shall have a posted weight limitation sign and shall stress, sway and then collapse if a vehicle having a vehicle weight greater than the weight limitation attempts to cross the bridge.
3.2.1.3.6 Terrain Databases Attributes
Each database shall have all terrain skin surface polygons properly flagged as terrain and attributed with CDT-compatible basic terrain types as defined in Table 1 below. The CDT Terrain Types Table shall use to define the base values for each terrain tile.
Table 1 - CDT Terrain Types
Terrain Type
Location/Type
| Environmental Conditions ** |
| Traction Coefficient |
| Roughness Factor * |
| Concrete (dry) |
| Primary Roads, Expressway, Urban Roads, 4 lane roads, sidewalk |
| Dry, 0% rain |
| 0.7 |
| 0.05 – 0.45 |
0.10
| Concrete (damp) |
| Primary Roads, Expressway, Urban Roads, 4 lane roads, sidewalk |
| Light rain, 1%-24% |
| 0.65 |
| 0.05 – 0.45 |
0.10
| Concrete (wet) |
| Primary Roads, Expressway, Urban Roads, 4 lane roads, sidewalk |
| Medium rain, 24%-74% |
| 0.55 |
| 0.05 – 0.45 |
0.10
| Concrete (very wet) |
| Primary Roads, Expressway, Urban Roads, 4 lane roads, sidewalk |
| Heavy rain, > 75% |
| 0.5 |
| 0.05 – 0.45 |
0.10
| Bridge (dry) |
| All bridges |
| Dry, 0% rain |
| 0.7 |
| 0.05 – 0.45 |
0.10
| Bridge (wet) |
| All bridges |
| Raining, 1-100% rain |
| 0.35 |
| 0.05 – 0.45 |
0.10
| Bridge (ice) |
| All bridges |
| Snowing, 1-100% snow, 33% chance of polygon being ice |
| 0.07 |
| 0.05 – 0.45 |
0.10
| Asphalt (dry) |
| Secondary Roads, Motorpool, Docks, 2 lane roads |
| Dry, 0% rain |
| 0.5 |
| 0.05 – 0.45 |
0.10
| Asphalt (damp) |
| Secondary Roads, Motorpool, Docks, 2 lane roads |
| Light rain, 1%-24% |
| 0.45 |
| 0.05 – 0.45 |
0.10
| Asphalt (wet) |
| Secondary Roads, Motorpool, Docks, 2 lane roads |
| Medium rain, 24%-74% |
| 0.4 |
| 0.05 – 0.45 |
0.10
| Asphalt (very wet) |
| Secondary Roads, Motorpool, Docks, 2 lane roads |
| Heavy rain, > 75% |
| 0.35 |
| 0.05 – 0.45 |
0.10
| Cobblestone (dry) |
| European cobblestone roads, brick roads, closely packed stones |
| Dry, 0% rain |
| 0.5 |
| 0.20 - 0.55 |
0.35
| Cobblestone (damp) |
| European cobblestone roads, brick roads, closely packed stones |
| Light rain, 1%-24% |
| 0.4 |
| 0.20 - 0.55 |
0.35
| Cobblestone (wet) |
| European cobblestone roads, brick roads, closely packed stones |
| Medium rain, 24%-74% |
| 0.3 |
| 0.20 - 0.55 |
0.35
| Cobblestone (very wet) |
| European cobblestone roads, brick roads, closely packed stones |
| Heavy rain, > 75% |
| 0.3 |
| 0.20 - 0.55 |
0.35
| Rocky terrain (dry) |
| Off road rocky mountain |
| Dry, 0% rain |
| 0.5 |
| 0.70 - 0.95 |
0.70
| Rocky terrain (damp) |
| Off road rocky mountain |
| Light rain, 1%-24% |
| 0.4 |
| 0.70 - 0.95 |
0.70
| Rocky terrain (wet) |
| Off road rocky mountain |
| Medium rain, 24%-74% |
| 0.3 |
| 0.70 - 0.95 |
0.70
| Rocky terrain (very wet) |
| Off road rocky mountain |
| Heavy rain, > 75% |
| 0.3 |
| 0.70 - 0.95 |
0.70
| Trail (dry) |
| Off road trails in dirt or grass |
| Dry, 0% rain |
| 0.5 |
| 0.25 - 0.45 |
0.30
| Trail (damp) |
| Off road trails in dirt or grass |
| Light rain, 1%-24% |
| 0.45 |
| 0.25 - 0.45 |
0.30
| Trail (wet) |
| Off road trails in dirt or grass |
| Medium rain, 24%-74% |
| 0.4 |
| 0.25 - 0.45 |
0.30
| Trail (very wet) |
| Off road trails in dirt or grass |
| Heavy rain, > 75% |
| 0.35 |
| 0.25 - 0.45 |
0.30
| Grass (dry) |
| Off road without trails |
| Dry, 0% rain |
| 0.45 |
| 0.20 - 0.40 |
0.30
| Grass (damp) |
| Off road without trails |
| Light rain, 1%-24% |
| 0.4 |
| 0.20 - 0.40 |
0.30
| Grass (wet) |
| Off road without trails |
| Medium rain, 24%-74% |
| 0.3 |
| 0.20 - 0.40 |
0.30
| Grass (very wet) |
| Off road without trails |
| Heavy rain, > 75% |
| 0.25 |
| 0.20 - 0.40 |
0.30
| Gravel, loose rocks (dry) |
| Off road rocky areas with or without trails, rocky road |
| Dry, 0% rain |
| 0.4 |
| 0.20 - 0.55 |
0.35
| Gravel, loose rocks (damp) |
| Off road rocky areas with or without trails, rocky road |
| Light rain, 1%-24% |
| 0.35 |
| 0.20 - 0.55 |
0.35
| Gravel, loose rocks (wet) |
| Off road rocky areas with or without trails, rocky road |
| Medium rain, 24%-74% |
| 0.25 |
| 0.20 - 0.55 |
0.35
| Gravel, loose rocks (very wet) |
| Off road rocky areas with or without trails, rocky road |
| Heavy rain, > 75% |
| 0.2 |
| 0.20 - 0.55 |
0.35
| Dirt (dry) |
| Off road solid packed dirt areas with or without trails, Afghan database dirt roads |
| Dry, 0% rain |
| 0.5 |
| 0.25 - 0.45 |
0.30
| Dirt (damp) |
| Off road solid packed dirt areas with or without trails, Afghan database dirt roads |
| Light rain, 1%-24% |
| 0.45 |
| 0.25 - 0.45 |
0.30
| Dirt (wet) |
| Off road solid packed dirt areas with or without trails, Afghan database dirt roads |
| Medium rain, 24%-74% |
| 0.3 |
| 0.25 - 0.45 |
0.30
| Dirt (very wet) |
| Off road solid packed dirt areas with or without trails, Afghan database dirt roads |
| Heavy rain, > 75% |
| 0.15 |
| 0.25 - 0.45 |
0.40
| Cultivated field (dry) |
| Off road plowed, loose dirt areas with or without trails, soft shoulder |
| Dry, 0% rain |
| 0.4 |
| 0.35 - 0.55 |
0.45
| Cultivated field (damp) |
| Off road plowed, loose dirt areas with or without trails, soft shoulder |
| Light rain, 1%-24% |
| 0.35 |
| 0.25 - 0.45 |
0.45
| Cultivated field (wet) |
| Off road plowed, loose dirt areas with or without trails, soft shoulder |
| Medium rain, 24%-74% |
| 0.25 |
| 0.25 - 0.45 |
0.45
| Cultivated field (very wet) |
| Off road plowed, loose dirt areas with or without trails, soft shoulder |
| Heavy rain, > 75% |
| 0.15 |
| 0.25 - 0.45 |
0.45
| Mud (base) |
| Basic muddy areas with or without trails |
| Dry, 0% rain |
| 0.4 |
| 0.25 - 0.45 |
0.40
| Mud (damp) |
| Muddy areas with or without trails |
| Light rain, 1%-24% |
| 0.35 |
| 0.25 - 0.45 |
0.40
| Mud (wet) |
| Muddy areas with or without trails |
| Medium rain, 24%-74% |
| 0.25 |
| 0.25 - 0.45 |
0.40
| Mud (very wet) |
| Muddy areas with or without trails |
| Heavy rain, > 75% |
| 0.15 |
| 0.25 - 0.45 |
0.40
| Hard Sand (dry) |
| Packed sand areas with or without trails |
| Dry, 0% rain |
| 0.4 |
| 0.05 - 0.45 |
0.15 **
| Hard Sand (damp) |
| Packed sand areas with or without trails |
| Light rain, 1%-24% |
| 0.35 |
| 0.05 - 0.45 |
0.15
| Hard Sand (wet) |
| Packed sand areas with or without trails |
| Medium rain, 24%-74% |
| 0.4 |
| 0.05 - 0.45 |
0.20
| Hard Sand (very wet) |
| Packed sand areas with or without trails |
| Heavy rain, > 75% |
| 0.4 |
| 0.05 - 0.45 |
0.30
| Loose Sand (dry) |
| Loose sand areas with or without trails, dune sand |
| Dry, 0% rain |
| 0.15 |
| 0.20 - 0.45 |
0.30 **
| Loose Sand (damp) |
| Loose sand areas with or without trails, dune sand |
| Light rain, 1%-24% |
| 0.25 |
| 0.20 - 0.45 |
0.30
| Loose Sand (wet) |
| Loose sand areas with or without trails, dune sand |
| Medium rain, 24%-74% |
| 0.4 |
| 0.15 - 0.45 |
0.20
| Loose Sand (very wet) |
| Loose sand areas with or without trails, dune sand |
| Heavy rain, > 75% |
| 0.45 |
| 0.05 - 0.45 |
0.30
| Swamp (All) |
| Swamp areas with or without trails |
| All weather conditions |
| 0.15 |
| 0.05 – 0.15 |
0.05
| Snow (dry) |
| Off road trails in snow areas |
| Dry, 0% snow |
| 0.25 |
| Same as underlying terrain roughness |
| Snow (wet) |
| Off road trails in snow areas |
| All snowing conditions |
| 0.2 |
| Same as underlying terrain roughness |
| Ice (dry) |
| All roads in snow areas |
| Dry, 0% snow, 5% chance of polygon being ice |
| 0.07 |
| 0.05 – 0.15 |
0.05
| Ice (wet) |
| All roads in snow areas |
| Snowing, 1-100% snow, 12% chance of polygon being ice |
| 0.07 |
| 0.05 – 0.15 |
0.05
| River Ford |
| All water covered fording areas on trails |
| Equivalent to Trail (wet) |
| 0.4 |
| 0.25 - 0.45 |
0.30
| River Ford Shore |
| All shore areas leading into fords |
| Equivalent to Trail (damp) |
| 0.45 |
| 0.25 - 0.45 |
0.30
| River |
| All non-fordable areas on rivers |
| Equivalent to Water |
| 0 |
| 0.00 |
| Water (impassable) |
| All lakes and ocean areas |
| Impassable to wheeled and tracked vehicles |
| 0 |
| 0.00 |
NOTES:
1. The Roughness Factor provides three values that represent the amount of vibration and jerk a driver would feel in the steering wheel and vehicle handling when travelling over that terrain type. The first two numbers represent a range for that terrain type with the lowest value representing the smoothest of that terrain type and the larger number representing the roughest. The third number represents the nominal or most expected value for that terrain type.
2. Since most roads in the United States are well-maintained, a nominal value of 0.10 might apply to all concrete and asphalt terrain tiles in a U.S. database but roads in foreign countries may be much rougher and require a nominal value throughout the database of 0.25 or higher.
3.2.1.3.7 Testing Terrain Databases
Each database shall assess the visual appearance, performance, and functionality of the terrain database. The test procedures shall test the following:
a. Freedom from distracting visual artifacts (e.g. missing or flashing polygons, noticeable texture discontinuities)
b. Ownship and other entities conforming properly to the terrain surface
c. Ownship colliding properly with 3D objects in the terrain
d. Vehicle ownship model responding appropriately to varying terrain types in the terrain
e. Speed limit related warnings and scoring deductions generated as expected, i.e. when the vehicle goes above the speed limit by 5 mph.
f. Image Generator (IG) render load within prescribed limits
3.2.1.3.8 Deliverable Terrain Databases
Each new terrain database and all associated textures, models shall deliver to the government as part of deliverables. No runtime DBs shall exceed more than 15 minutes to install per IG.
3.2.1.4 Models
The CDT shall use current CDT models and SE Core Common Moving Models (CM2). The contractor shall develop new models IAW SE Core CM2 if a specific model is not available in the SE Core library. At a minimum, the Government will provide a Vehicle Description Document (VDD) and an OpenFlight specification IAW the latest SE Core model specifications. The contractor shall submit all new models back into the SE Core CM2 for future use. The following is the list of models:
Scenario Generation System (SGS) – Legacy Entity Listing:
Ownships:
· (MRAP) Caiman
· (MRAP) M-ATV
· (MRAP) M-ATV w/Turret
· (MRAP) Maxxpro
· (MRAP) RG31MK5
· (MRAP) RG33L
· (MRAP) Cougar
· (MRAP) Buffalo
· (Stryker) ATGM M1134
· (Stryker) ATGM M1134 SLAT
· (Stryker) CV M1130
· (Stryker) CV M1130 SLAT
· (Stryker) ESV M1132
· (Stryker) ESV M1132 Plow
· (Stryker) ESV M1132 Plow SLAT
· (Stryker) ESV M1132 Roller
· (Stryker) ESV M1132 Roller SLAT
· (Stryker) ESV M1132 SLAT
· (Stryker) FSV M1131
· (Stryker) FSV M1131 SLAT
· (Stryker) ICV M1126
· (Stryker) ICV M1126 SLAT
· (Stryker) MCV 1129
· (Stryker) MCV 1129 SLAT
· (Stryker) MEV
· (Stryker) MEV SLAT
· (Stryker) MGS 1128
· (Stryker) MGS 1128 SLAT
· (Stryker) NBC M1135
· (Stryker) NBC M1135 SLAT
· (Stryker) RV M1127
· (Stryker) RV M1127 SLAT
· (Stryker) MICLIC Trailer
· (Tank) Abrams M1A1 SA Tank
· (Tank) Abrams M1A1 SA Plow
· (Tank) Abrams M1A1 SA Roller
· (Tank) Abrams M1A2 SEPV2/V3/V4 Tank
· (Tank) Abrams M1A2 SEPV2/V3/V4 Plow
· (Tank) Abrams M1A2 SEPV2/V3/V4 Roller
· (Tank Engineering) ABV with HLA
· (Tank Engineering) ABV with CDB
· (Tank Engineering) ABV with FWMP
· (Tank Engineering) JAB without MLC70
· (Tank Engineering) JAB with MLC70
· (Tactical Wheeled Vehicle – TWV) M1083A, Medium Tactical Vehicle (MTV) with the attached trailer
· M1095, 5 Ton, Medium Tactical Vehicle Trailer (MTVT)
· MTVR, Family of Vehicles
· (Tactical Wheeled Vehicle – TWV) M1120A4, Heavy Expanded Mobility Tactical Truck (HEMTT)
· M1076, Palletized Load System Trailer (PLST)
· M1077, Palletized Load System (PLS)
· LVSR, Family of Vehicles
· (Tactical Wheeled Vehicle – TWV) M915A3, Line Haul Tractor Truck
· M872A4, 34 Ton, Semitrailer
· (Tactical Wheeled Vehicle – TWV) M915A5, Line Haul Tractor Truck
· M872A4, 34 Ton, Semitrailer
· (Tactical Wheeled Vehicle – TWV) HMMWV, Family of Vehicles Scripted: the contractor shall include all SE Core CM2 models, and must have the below list
· Dog
· Sheep
· Bicycle
· Scania Bus
· Volvo Cargo Bus
· EMS Ambulance
· Ambulance Van
· Motorcycle
· Taxi
· Red Toyota Pickup
· FedFX truck
· Brown F150
· Blue VW Van
· Volkswagon Golf
· Volkswagon Passat
· Vespa
· Fire
· Multi state building
· Smoke
· Smoke/Fire
· Explosion Ground
· Civ Opforce w/ RPG Flyout
· Child
· Child Muslim
· Civ Opforce w/ Ak47
· Civ Opforce w/ RPG
· Civ Unarmed Female
· Civ Unarmed Female Muslim
· Civ Unarmed Male
· Civ Unarmed Male Muslim
· Ground Guide
· Soldier w/ AK47
· Steve camo digital
· Steve camo digital ready
· BPM2 APC
· HETTs
· HET
· HET Trailer
· M939
· M977
· M977 liquid
· M978
· PLS
· Caiman
· M-ATV
· M-ATV w/ Turret
· Maxxpro
· RG31MK5
· RG33L
· ATGM M1134
· ATGM M1134 SLAT
· CV M1130
· CV M1130 SLAT
· ESV M1132
· ESV M1132 Plow
· ESV M1132 Plow SLAT
· ESV M1132 Roller
· ESV M1132 Roller SLAT
· ESV M1132 SLAT
· FSV M1131
· FSV M1131 SLAT
· ICV M1126
· ICV M1126 SLAT
· MCV 1129
· MCV 1129 SLAT
· MEV
· MEV SLAT
· MGS 1128
· MGS 1128 SLAT
· NBC M1135
· NBC M1135 SLAT
· RV M1127
· RV M1127 SLAT
· Abrams M1A1 Tank
· Abrams M1A1 Plow
· Abrams M1A1 Roller
· Abrams M1A2 SEP Tank
· Abrams M1A2 SEP Plow
· Abrams M1A2 SEP Roller
· ABV with HLA
· ABV with CDB
· ABV with FWMP
· JAB without MLC70
· JAB with MLC70
· AMX10RC ARV
· BRDM2
· MBT M1A1 Abrams
· Mounted Ground Guide
· Challenger
· Chieftan
· EFV
· Leopard II
· Gait Leclerc
· Patton
· Merkava IV
· T72
· T80UK
Immobile: The contractor shall include all SE Core CM2 models, and must have the below list
· Dog
· Sheep
· Bicycle
· Scania Bus
· Volvo Cargo Bus
· EMS Ambulance
· Ambulance Van
· Motorcycle
· Taxi
· Red Toyota Pickup
· FedFX truck
· Brown F150
· Blue VW Van
· Volkswagon Golf
· Volkswagon Passat
· Vespa
· Fire
· Multi state building
· Smoke
· Smoke/Fire
· Explosion Ground
· Civ Opforce w/ RPG Flyout
· Child
· Child Muslim
· Civ Opforce w/ Ak47
· Civ Opforce w/ RPG
· Civ Unarmed Female
· Civ Unarmed Female Muslim
· Civ Unarmed Male
· Civ Unarmed Male Muslim
· Ground Guide
· Soldier w/ AK47
· Steve camo digital
· Steve camo digital ready
· BPM2 APC
· HETTs
· HET
· HET Trailer
· M939
· M977
· M977 liquid
· M978
· PLS
· Caiman
· M-ATV
· M-ATV w/ Turret
· Maxxpro
· RG31MK5
· RG33L
· ATGM M1134
· ATGM M1134 SLAT
· CV M1130
· CV M1130 SLAT
· ESV M1132
· ESV M1132 Plow
· ESV M1132 Plow SLAT
· ESV M1132 Roller
· ESV M1132 Roller SLAT
· ESV M1132 SLAT
· FSV M1131
· FSV M1131 SLAT
· ICV M1126
· ICV M1126 SLAT
· MCV 1129
· MCV 1129 SLAT
· MEV
· MEV SLAT
· MGS 1128
· MGS 1128 SLAT
· NBC M1135
· NBC M1135 SLAT
· RV M1127
· RV M1127 SLAT
· Abrams M1A1 Tank
· Abrams M1A1 Plow
· Abrams M1A1 Roller
· Abrams M1A2 SEP Tank
· Abrams M1A2 SEP Plow
· Abrams M1A2 SEP Roller
· ABV with HLA
· ABV with CDB
· ABV with FWMP
· JAB without MLC70
· JAB with MLC70
· AMX10RC ARV
· BRDM2
· MBT M1A1 Abrams
· Mounted Ground Guide
· Challenger
· Chieftan
· EFV
· Leopard II
· Gait Leclerc
· Patton
· Merkava IV
· T72
· T80UK
· APT
· Bagram bldg2
· Bagram bldg3
· Bagram portable
· Barn 1
· Barn 3
· Church
· Donut Shop
· Gar Cmp Light port
· Gar Fob guardbuild
· House 11
· House 14
· House 15
· House 16
· House 17
· House 21
· Hospital
· Munitions bldg1
· Munitions bldg2
· Box
· Car burnt
· Cart broken
· Chair
· Char 2
· Cargo containers
· Crater 1
· Crater 2
· Crater 5
· Crater 10
· Crater 15
· Filing cabinet 1
· Filing cabinet 2
· Filing cabinet 3
· Garbage bag
· Garbage pile
· Grocery cart
· Mailbox
· Power pylon
· Propane tank
· Shipping containers
· Table 1
· Table 2
· Tin cans
· trash truck burnt 1
· Truck burnt 2
· Tire
· Comm tower
· Miclic
· Miclic breach
· Miclic breach 5m
· Miclic trailer
· AVLB open
· SRB open
· Ordinance IED
· ICV M1126 dmg
· MEV dmg
· Trailer
· Van 3
· Van 4
· Van 5
· A 10 damaged
· C130
· C17
· C5
· Algol
· Cimmaron
· (minefield) Mine marker
· (minefield) Post
· (minefield) Fence
· (minefield) Lane marker
· (minefield) Left
· (minefield) Marker
· (minefield) Right
· (minefield) LMS marker Pole
· Road puddle
· Rock boulder
· Rock formation
· Rock sand formation
· Rock1
· Rock2
· Rock3
· Rock4
· Bush brown med
· Bush green large
· Bush green med
· Bush green small
· Shrub social garlic
· Tree
· Elm oak brown
· Oak dark brown
· Oak dark green
· Oak light green
· Oak green
· Oak orange
· Palm
· Pine
· Pine snow
· Spruce
· Spruce snow1
· Spruce snow2
· Yucca
· Tumbleweed
· Abatis
· Log bates
· Barbed wire
· Concertina wire
· Dragon tooth
· Guardrail
· Jersey barrier
· Jersey barrier tall
· Log
· Log crib
· Log large
· Tank wall
· Traffic cone
· Tree fallen
· Street light
· Traffic light
· (euro sign) 1 way sign
· (euro sign) children
· (euro sign) curve left
· (euro sign) curve right
· (euro sign) dead end
· (euro sign) do not enter
· (euro sign) left turn only
· (euro sign) MVP
· (euro sign) no parking
· (euro sign) right turn only
· (euro sign) speed limit 30
· (euro sign) speed limit 40
· (euro sign) speed limit 50
· (euro sign) speed limit 60
· (euro sign) speed limit 90
· (euro sign) STO
· (euro sign) STO2
· (euro sign) Stop
· (euro sign) yield
· (euro sign) yield RTO
· (us signs) 1 way
· (us signs) arrow dbl
· (us signs) arrow left
· (us signs) arrow right
· (us signs) curve
· (us signs) curve ahead
· (us signs) curve left
· (us signs) curve left 35
· (us signs) curve right
· (us signs) curve right 35
· (us signs) dead end
· (us signs) divided hwy ahead
· (us signs) divided hwy end
· (us signs) don not enter ww
· (us signs) freeway ends
· (us signs) lane merge
· (us signs) mark
· (us signs) merge
· (us signs) military left
· (us signs) military right
· (us signs) reduced speed ahead
· (us signs) rest area
· (us signs) rlmter
· (us signs) rollout
· (us signs) RR
· (us signs) RRX
· (us signs) school speed limit
· (us signs) speed limit 25
· (us signs) speed limit 30
· (us signs) speed limit 40
· (us signs) speed limit 45
· (us signs) speed limit 55
· (us signs) stop
· (us signs) yield
· (us signs) weight limit 10
· (us signs) weight limit 30
· (us signs) welcome to perryman
Movable:
· Chain link fence
· Jersey barrier
· Jersey barrier tall
· Rubble pile
· Stacked vehicle tires
· Stone wall 42 inch
· Vehicle blockade civilian
Detachable:
· ABV Combat dozer blade
· ABV Full Width Mine Plow
· JAB MLC70 Bridge
3.2.1.4.1 Interactive Human Models
The CDT shall use current Interactive Human Models or the SE Core CM2. A host controlled, animated, interactive human model(s) shall be provided that gives visual hand and arm signals to direct vehicle movement or vehicle equipment configuration. The animated, interactive human model(s) shall have the capability of executing a minimum of 30 animated; smooth; human like; realistic hand and arm signals that correspond to real-world directions when performing vehicle maneuvering or configuration tasks. Interactive human model(s) positioning relative to the vehicle and signals shall associate with the simulated vehicle. The signals shall include both day and night (military flashlight in hand) military hand and arm signals.
The interactive human model(s) signals shall control the simulated vehicle’s movement and position relative to a pre-defined desired path and the position relative to the interactive human model. The pre-defined path that the vehicle is supposed to follow shall have a tolerance depending on the location of the vehicle in the database. In areas that have other objects such as a motor pool stall openings, a row of vehicles and a tight passage between objects, the actual vehicle location compared to the pre-defined path shall have a tolerance of +/- six inches. In less dense, open areas, the deviation of the vehicle from the pre-defined path shall have a tolerance of +/- three feet. The interactive human model(s) to vehicle positioning shall evaluate for distance and offset (position in the field of view). Parameters for distance and offset shall be configurable for the simulated vehicle. The frequency of interactive human model halts and repositions shall minimize in order to maintain realistic progress for vehicle movements. When the simulated vehicle moves outside the acceptable tolerance or the interactive human model is outside the acceptable field of view, the interactive human model shall halt the movement and refer the student to the instructor. The interactive human model movement animations such as walking and turning shall be realistic. The interactive human model path shall not go through any database object. When directing a vehicle to back up, the front (visible) interactive human model shall act as if receiving signals from a second, rear ground guide. The simulated interactive human model(s) shall conduct safe, procedurally correct actions.
For vehicle configuration tasks, the interactive human model(s) shall correctly position itself in front of the vehicle and shall provide hand and arm signal configuration commands consistent with the vehicle, vehicle equipment, and equipment status. When multiple steps are required for equipment configuration, the interactive human model shall provide commands only when prerequisite actions have accomplished.
For convoy commands, the animated human model(s) shall portray a lead vehicle commander, typically from the waist up in the lead vehicle hatch or waving out the passenger window. The lead vehicle commander shall be able to give hand signal to vehicles following the lead vehicle. The lead vehicle commander’s hand signals or mounted signals shall be in response to scenario requirements and triggered at specific points on the lead vehicle path.
3.2.1.4.2 Moveable Models
The CDT architecture shall support the inclusion of moveable objects within the CDT training scenarios. Moveable objects shall define as any object which can move, push, lift, place, or transport during runtime by another entity which has the capability to perform that action of that object. The CDT SGS shall support the initial placement of moveable objects within a scenario during scenario development.
3.2.1.4.3 Relocatable Objects
The CDT architecture shall support the insertion of relocatable objects within the CDT training scenarios during scenario runtime. Relocatable objects shall define as any object or feature which can create, place, modify, or remove in a scenario during runtime. Examples of relocatable objects include but are not limited to jersey barriers, shipping containers, barricades, buildings, static vehicles, craters, fighting positions and debris piles. The CDT SGS shall support the initial placement of relocatable objects within a scenario during scenario development. The CDT software shall support the creation, placement, modification, or removal of relocatable objects during scenario runtime. This includes Ultra-High Resolution buildings (UHRB).
3.2.1.4.4 Moving/Repositionable/Switchable Models, Animations and Special Effects The CIG shall be capable of displaying a combination of dynamic and static models, as appropriate, to simulate the full complement of vehicles, trailers, buildings, bridges, and fixed and movable obstacles, realistically moving human models, animations and special effects with no performance degradation. A minimum of 100 dynamic (six degree of freedom) models, animations, and special effects shall provide. It shall be possible to reassign the moving coordinate systems to different displayed objects.
3.2.1.4.4.1 Traffic Models
Urban traffic on highways and secondary roads shall provide to aid in training convoy tasks and defensive driving tasks.
3.2.1.4.4.2 Weapon Impact, Animation, and Special Effects
All weapon impact points on the own vehicle shall be detected. Other incoming weapons effects scripted and/or IOS triggered such as artillery explosions, IED (buried and exposed), cannon fire, all ownship weapons (i.e. M2, M240, and all crew-serve weapons), and missiles shall be random in location, size, effect, and number (i.e. single or multiple depending on weapon) and shall design as distractions to the student with visual, motion, and aural cues.
3.2.1.4.5 Other Models
The CDT shall achieve interoperability and fair fight with current force, future force, and future virtual simulators by providing a common synthetic environment, common virtual coordinate system, CM2, and common SAF/Computer Generated Force (CGF) provided by SE Core.
The CDT shall use the SE Core Virtual OneSAF baseline to meet system requirements. The design shall support and be functional with the capabilities of OneSAF. For those requirements not met by OneSAF and to enhance the SAF capabilities of the simulator, the contractor can supplement with an alternate SAF system.
SAF entities shall follow the road network to include paved and unpaved roads with roads varying in size from simple trails to a four lane freeway/autobahn. SAF entities shall obey vehicle traffic regulations for the terrain specified. SAF entities shall include pedestrians (friendly, threat and neutral forces). These entities shall support additional distractions for the crew, such as, weapons effects (including firing on the own vehicle to include hits and near misses or firing weapons into the air), pedestrians or children walking or running into the street, and aggressive driving (speeding, weaving in and out of traffic, cutting in front of the own vehicle).
The CDT shall provide real-time color computer generated visual images supported by OneSAF and SE Core with details to train vehicle-driving crews. The visual simulation shall provide essential cues required by the crew member(s) to assess simulated vehicle position and velocity, characteristics of the terrain, and other information necessary to operate the module(s)/appended subsystem(s) in training scenarios.
SAF entities shall include static and dynamic models, and any associated software required to simulate the SAF entity appended subsystem(s) visual/sensor scene environment. Critical SAF entities include but are not limited to SE Core CM2 moving models, realistic high resolution animation, dismounted human models, particle based special effects, and animation shall render in high level of detail to facilitate Warfighter’s immersion in the synthetic environment and maximize training objectives.
3.2.1.4.6 Deliverable Models
All models and all associated textures and models shall deliver to the Government as part of deliverables. The runtime for all models shall not take more than 15 minutes to install per CIG and once for all DBs.
3.2.1.5 Special Real-Time Processing
The image generator shall have the capability to provide high-fidelity simulation of atmospheric and meteorological effects, illumination conditions, special light characteristics, and tactical smoke. The specified effects and conditions shall realistically reflect in the simulation of all imagery.
3.2.1.5.1 Atmospheric and Meteorological Effects
Simulation of atmospheric and meteorological effects shall provide. Atmospheric and meteorological effects shall include clouds, overcast, fog, rain, and snow. Atmospheric and meteorological effects shall be cognizant of the database area simulated, i.e. no rain inside of tunnels or buildings. Precipitation effects shall be capable of accumulating on the ground over time to create rain puddles and snowdrifts. The color of the snow shall be white.
3.2.1.5.2 Illumination
The CDT system shall simulate the illumination of the visual scene by both natural and artificial sources. Natural illumination shall include day, dusk/dawn, and night.
3.2.1.5.3 Visual Simulation of Motion
Visual simulation of own vehicle and visual scene element motion shall be as follows:
3.2.1.5.3.1 Own Vehicle Dynamics
Visual simulation shall provide own vehicle motion equal to the complete range of motion capability of the design basis vehicle along and about all axes without any degradation in scene content or scene quality unless otherwise specified. The motion effects shall be applied to the visual simulation associated with each own vehicle eye-point.
3.2.1.5.3.2 Moving, Repositionable and Switchable Models
The image generator shall be capable of displaying a combination of dynamic and static vehicles as modeled in the CDT terrain DBs which represent a full complement of vehicles and other objects to simulate any potential scenario required as part of the CDT system. Dynamic models shall have unrestricted movement in six-degrees of freedom. Dynamic models representing vehicles with moving parts shall have articulated components, which move in the visual scene.
A scene management process shall provide to allow real-time reallocation of processing resources to accommodate other combinations of entities. Ground vehicles shall follow the contour of the terrain, as commanded by the local host computer. Air vehicles shall follow flight paths computed by the related vehicle consoles.
3.2.1.6 Image Quality – General
The CDT system, when integrated with the visual system, shall provide the performance specified below. The performance specified applies to the total contributions of all parts of the complete integrated system.
There shall not be any variations or degradation in…
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