Dynamic Terrain Server
System Context
A Dynamic Terrain Server serves terrain data to distributed applications from a central location. The terrain being served can be modified in real time in response to simulated events or by an administrator.
Trends
Distributed simulation designs are constructed by combining loosely coupled and interoperable components. However, while the simulation applications are distributed, terrain data usually is not. Each simulation application usually accesses terrain data stored on the local machine. This approach limits terrain interoperability and reuse. It constrains the amount of data that can be accessed to the amount that can be stored locally and necessitates redundant copying of data from one machine to another. Terrain servers solve this problem by storing large amounts of terrain data and supplying it over the network to client applications.
In addition to the problem of terrain availability, simulations that aspire to high levels of realism must deal with the problem of static terrain. The world is not static. Actions of simulated objects can affect aspects of the environment and these changes need to be available to all participants. Bombs can create craters; vehicles can form berms to provide fortified positions; objects can be destroyed and produce debris. When terrain data is stored locally, there is no good way to propagate terrain changes to exercise participants. A dynamic terrain server solves this issue.
MÄK Dynamic Terrain Server
The MÄK Dynamic Terrain Server enables data to be accessed as a shared service that can be seamlessly and interactively viewed from anywhere, at any level, in a variety of formats. The Dynamic Terrain Server provides the foundation for current simulations, facilitates centralized management and future scalability, and enables dynamic terrain changes to be propagated to simulation applications.
The Dynamic Terrain Server lets you interactively stream and view on-demand data in real-time simulations. Simulation users can spin the globe, zoom into a location, drop units, and start simulating.
The Dynamic Terrain Server supports the concept of “stateful” objects within the terrain, such as destructible buildings, doors that can be opened or breached, and trees that can fall and block movement along roads. When the state of a terrain object changes, that change is immediately available to all applications using the terrain server, allowing entities to interact appropriately. Furthermore, the terrain skin can be deformable, enabling simulation-specific changes such as craters to be seamlessly “stitched” into the terrain.
All the terrain details are accessible via open standards.
The core technology for MÄK Dynamic Terrain Server is VR-TheWorld Server.
The MÄK Dynamic Terrain Server solves the problem of providing dynamic streaming terrain to applications. VT MÄK can also help your application use the terrain with its terrain toolkit, VR-inTerra. VR-inTerra provides higher-level terrain functionality, including highly-optimized line-of-sight and terrain intersection calculations that can be included as part of your application. Core Technology: VR-TheWorld
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