Vehicles concealed in highly-cluttered, vegetated scene environments pose significant challenges for passive sensor systems and algorithms. System analysts working hypersectral exploitation research require and at-aperature simulation capability that allows them to reliably investigate beyond ther highly-limited scenarios that expensive field data sets provide. To be useful to the analyst, such a simulation should address the following requirements: (1) the ability to easily generate scene representations for abritrary Earth regions of tactical interests; (2) the ability to represent scene components, like terrain, trees and bushes, to an extremely high spatial resolution for calculation of accurate multiple spectral reflections, occlusions and shadowing; (3) the ability to stimulate the 3D scene with realistic natural irradiances for arbitrary model atmospheres; (4) the ability to appropriately integrate improving, rigorous thermal, spectral signature and atmospheric propogation models; (5) the ability to effectively render at-apurature hyperspectral data sets in a reasonable run-time. herein the authors describe their continuing work toward a comprehensive ray-tracer-based simulation archetecture and prototype capability that addresses these requirements, with emphasis on new techniques for high fidelity thermal modeling, and recent improvements in atmospherically scattered irradiance modeling, manmade light source modeling, and GIS-based database generation, including automated material classification of terrain and scene elements.
Vehicles concealed in highly cluttered, vegetated scene environments pose significant challenges for passive sensor systems and algorithms. System analysts working hyperspectral exploitation research require an at-aperture simulation capability that allows them to reliably investigate beyond the highly-limited scenarios that expensive field data sets afford.
To be useful to the analyst, such a simulation should address the following requirements: (1) the ability to easily generate scene representations for arbitrary Earth regions of tactical interest; (2) the ability to represent scene components, like terrain, trees and bushes, to an extremely high spatial resolution for calculation of accurate multiple spectral reflections, occlusions and shadowing; (3) the ability to stimulate the 3D scene with realistic natural spectral irradiances for arbitrary 3D model atmospheres; (4) the ability to appropriately integrate constantly improving, rigorous thermal, spectral signature and atmospheric propagation models; (5) the ability to efficiently render at-aperture hyperspectral data sets in a reasonable run-time.
Herein the authors describe their work toward a comprehensive ray-tracer-based simulation architecture and prototype capability that addresses these requirements. They describe their development of a GIS-based toolset for database generation, tools for 3D vegetated terrain-model development, and a prototype raytracer-based spectral scene generator.
Access to the requested content is limited to institutions that have purchased or subscribe to SPIE eBooks.
You are receiving this notice because your organization may not have SPIE eBooks access.*
*Shibboleth/Open Athens users─please
sign in
to access your institution's subscriptions.
To obtain this item, you may purchase the complete book in print or electronic format on
SPIE.org.
INSTITUTIONAL Select your institution to access the SPIE Digital Library.
PERSONAL Sign in with your SPIE account to access your personal subscriptions or to use specific features such as save to my library, sign up for alerts, save searches, etc.