In large scale entity-level military force-on-force simulations it is essential to know when one entity can visibly see another entity. This visibility determination plays an important role in the simulation and can affect the outcome of the simulation. When virtual Computer Generated Forces (CGF) are introduced into the simulation these intervisibilities must now be calculated by the virtual entities on the battlefield. But as the simulation size increases so does the complexity of calculating visibility between entities. This thesis presents an algorithm for performing these visibility calculations using Graphical Processing Units (GPU) instead of the Central Processing Units (CPU) that have been traditionally used in CGF simulations. This algorithm can be distributed across multiple GPUs in a cluster and its scalability exceeds that of CGF-based algorithms. The poor correlations of the two visibility algorithms are demonstrated showing that the GPU algorithm provides a necessary condition for a "Fair Fight" when paired with visual simulations.
Identifer | oai:union.ndltd.org:ucf.edu/oai:stars.library.ucf.edu:etd-1250 |
Date | 01 January 2004 |
Creators | Tracy, Judd |
Publisher | STARS |
Source Sets | University of Central Florida |
Language | English |
Detected Language | English |
Type | text |
Format | application/pdf |
Source | Electronic Theses and Dissertations |
Page generated in 0.001 seconds