Training requirements for Real Beam Ground Map (RBGM) and Synthetic Aperture (SAR) Radar simulations demand highresolution terrain data in order to synthesize a Radar image. Radar simulators render the scene differently than outthewindow rendering. This means that traditional texturing and lighting cannot be used to hide the triangular faceting that normally is used to construct terrain. The resolution (grid post spacing) of a high fidelity terrain database may be as good as 1 meter but this resolution is not good enough when a Synthetic Aperture Radar is sampling terrain at submeter resolutions. The undesirable artifact is that constant sloped surfaces (a.k.a terrain facets) are visible causing the terrain to appear unnatural. This paper describes a technique recently developed to use modern Graphics Cards Tessellation Shaders to synthesize realistic highresolution terrain while staying true to the known elevation samples all at runtime with negligible performance impact to the frame rate. The end result is a natural looking high-resolution terrain skin that can be used by RBGM or SAR Radar simulations regardless of the source terrain database resolution.
Synthesizing High Resolution Terrain for Radar Simulation
2 Views