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OneSAF Objective System (OOS) Overview

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Title: OneSAF Objective System (OOS) Overview


1
OneSAF Objective System (OOS)Overview
Marlo Verdesca, Eric Root, Jaeson
Munro SAIC Marlo.K.Verdesca_at_saic.com 11/28/2005
2
Background
OneSAF consists of two separate program efforts
3
What is One Semi-Automated Forces (OneSAF)
Objective System (OOS)?
A composable, next generation CGF that can
represent a full range of operations, systems,
and control processes (TTP) from entity up to
brigade level, with variable level of fidelity
that supports multiple Army MS domain (ACR, RDA,
TEMO) applications.
Software only
Automated Composable Extensible Interoperable
Platform Independent
  • Field to
  • RDECs / Battle Labs
  • National Guard Armories
  • Reserve Training Centers
  • All Active Duty Brigades
  • and Battalions

Constructive simulation capable of stimulating
Virtual and Live simulations to complete the
L-V-C triangle
4
Target Hardware Platform
  • Target PC-based computing platform The PC-based
    computing platform is envisioned as being one of
    the standard development and fielding platforms
    for the OneSAF Objective System. The hardware
    identified in this list is compatible with
    current OneSAF Testbed Baseline supported Linux
    PC based hardware, the WARSIM Windows workstation
    configuration, and the Army's Common Hardware
    Platform.
  • CPU 2.8 GHz Xeon / 533 Processor
  • Memory 1 Gb DDR at 266MHz
  • Monitor 21 inch (19.8 in Viewable Image Size)
  • Video Card NVIDIA Quatro 4 700XGL / 64 Mb RAM
  • Hard Drives Two, 80GB Ultra ATA 100 7200 RPM
  • Floppy Disk Drive 3.5 inch floppy drive
  • NIC 10/100/1000 Fast Ethernet PCI Card
  • Network connection Minimum of 10BaseT Ethernet
  • CD-RW 40x/10x/40x CD-RW

5
Target Hardware Platform
  • Target PC-based computing platform The PC-based
    computing platform is envisioned as being one of
    the standard development and fielding platforms
    for the OneSAF Objective System. The hardware
    identified in this list is compatible with
    current OneSAF Testbed Baseline supported Linux
    PC based hardware, the WARSIM Windows workstation
    configuration, and the Army's Common Hardware
    Platform.
  • CPU 2.8 GHz Xeon / 533 Processor
  • Memory 1 Gb DDR at 266MHz
  • Monitor 21 inch (19.8 in Viewable Image Size)
  • Video Card NVIDIA Quatro 4 700XGL / 64 Mb RAM
    (GPU)
  • Hard Drives Two, 80GB Ultra ATA 100 7200 RPM
  • Floppy Disk Drive 3.5 inch floppy drive
  • NIC 10/100/1000 Fast Ethernet PCI Card
  • Network connection Minimum of 10BaseT Ethernet
  • CD-RW 40x/10x/40x CD-RW

6
OneSAF Program Schedule
FY98
FY99
FY00
FY01
FY02
FY03
FY04
FY05
FY06
Build A
OneSAF Test Bed Baseline (OTB)
Build B
V2.0
BLOCK A
BLOCK B
OneSAF Objective System (OOS)
BLOCK C
BLOCK D
P3I
MS A
OTB V1.0
FOC
MS B/C
OOS Program Milestones
ORD V1.0
ORD V1.1
OTB V2.0
OOS V1.0
STOC Award
7
Line of Sight (LOS) Service in OneSAF
8
LOS Variants
  • Low-Resolution Sampling (Geometric)
  • High-Resolution Ray-Trace (Geometric)
  • Attenuated LOS
  • Atmospheric
  • Foliage
  • Ultra-High Resolution Buildings

9
Low Resolution Sampling High Resolution
Ray-Trace
WARSIM reuse legacy gives us the sampled LOS
model for use by OOS
(picture Courtesy of WARSIM)
OneSAF enhancements include exact ray-trace LOS
model
Ray-Trace LOS includes strict segment-polygon
intersection tests
10
LOS Attenuation
Compute path loss through canopy individual
trees or forest area
Compute path loss through atmosphere
35 LOS
10 LOS
Sensor Model accounts for attenuation path loss.
Usually by a thresholding combined with a random
draw of LOS result
11
LOS inside Ultra High Resolution Buildings (UHRBs)
12
Line of Sight (LOS) Query
  • Basic Query Given two points, is there a line of
    sight between them?

13
Line of Sight (LOS) Query
  • Basic Query Given two points, is there a line of
    sight between them?

14
Line of Sight (LOS) Query
  • Basic Query Given two points, is there a line of
    sight between them?

LOS exists
15
Line of Sight (LOS) Query
  • Basic Query Given two points, is there a line of
    sight between them?

16
Line of Sight (LOS) Query
  • Basic Query Given two points, is there a line of
    sight between them?

No LOS
17
Hybrid GPU/CPU Approach
  • GPU used to conservatively cull LOS queries
  • Create depth map (4k x 4k) from above using
    orthographic projection
  • Test line segments against depth buffer with
    reversed depth test
  • Line segments with no pixels passing depth test
    have LOS
  • CPU
  • Exact tests using raycasting for non-culled
    queries (using double precision arithmetic)
  • Culling eliminates most of the worst-case
    (non-intersecting) queries

18
Render Terrain (once)
The terrain is rendered into the depth buffer
LOS Queries
GPU Culling
CPU1 Exact Test
CPU2 Exact Test
Results
19
Render Terrain (once)
A set of LOS queries is received
LOS Queries
GPU Culling
CPU1 Exact Test
CPU2 Exact Test
Results
20
Render Terrain (once)
LOS Queries
Batch 1
GPU Culling
The first batch of queries is culled using the
GPU
CPU1 Exact Test
CPU2 Exact Test
Results
21
Render Terrain (once)
LOS Queries
Batch 2
Batch 1 culled
GPU Culling
Batch 1 non-culled
The non-culled queries are tested using the CPU
while the GPU processes batch 2
CPU1 Exact Test
CPU2 Exact Test
Results
22
Conservative GPU Culling
  • Render terrain only once for static scenes
  • Use GPU memory for fast rendering of dynamic
    scenes
  • Conservativeness leads to false positives
    requiring more CPU tests
  • Increased resolution decreases false positives
  • Resolution limited to 4k x 4k on current GPUs
  • We use multiple buffers to increase the effective
    resolution

23
Exact Test Details
  • Based on ray-casting
  • Ray traverses the spatial grid
  • Test triangles in each grid cell
  • Parallelizable
  • We use one thread for each CPU

terrain with uniform grid
24
LOS Integration into OneSAF
25
LOSIntegration Process
26
LOSPast Performance
  • November 2004
  • Baseline
  • OOS Build 23 Block C
  • Database
  • Joint Readiness Training Center (JRTC) Ft. Polk
    LA.
  • Scenario
  • 200 total entities
  • 100 blue tanks vs. 100 red tanks
  • Performing LOS while traveling and shooting
  • 100x speedup in LOS query
  • 3x simulation speedup
  • May 2005
  • Baseline
  • OOS Build 24 of Block D
  • Database
  • Joint Readiness Training Center (JRTC) Ft. Polk
    LA.
  • Scenario
  • 3,000 total entities
  • 1,500 blue tanks vs. 1,500 red tanks
  • Performing LOS, stationary, not shooting
  • 33 blue RWAs vs. 33 red RWAs
  • Performing LOS while traveling
  • 100-200x speedup in LOS query
  • 10x simulation Speedup

27
LOSCurrent Performance
  • August 2005
  • Baseline
  • OOS Build 24 of Block D
  • Database
  • Ft. Hood, Texas
  • Scenario
  • 5,000 total entities
  • 2,500 blue tanks vs. 2,500 red tanks
  • Performing LOS, stationary, not shooting
  • 2 blue RWAs vs. 2 red RWAs
  • Performing LOS while traveling
  • 100-200x speedup in LOS query
  • 15-20x simulation speedup

28
LOS Demonstration
29
Results
  • Average time for Standard LOS service call
  • 1 2 millisecond
  • Average time for GPU LOS service call
  • 12 microseconds
  • 100-200x speedup in LOS query
  • Overall speedup
  • 20x simulation improvement

30
Route Planning in OneSAF
31
Types of Routes in OneSAF
  • Direct Routes
  • Follow the route waypoints exactly as entered by
    the user
  • Networked Routes
  • Follow a linear feature, such as rivers or roads
  • Cross Country Routes
  • Utilize a grid of routing cells that form an
    implicit network for the A algorithm to search

32
Route Planning Algorithms in OneSAF
  • Apply the A algorithm to routing networks
  • The cost function assigns a weight (cost) for a
    route segment
  • Segment data includes the segments coordinates,
    slope, terrain type, and an indication of
    features
  • The routing algorithm evaluates possible route
    segments based on their cost a lower cost
    indicates a more favorable route.
  • While evaluating a route segment, the cost
    function may call other ERC services, such as
    line of sight.

33
Cross Country Routing
Each page in the runtime database is decomposed
into routing cells. These routing cells form an
implicit graph that can be searched using A.
Only segments requested by A are computed at
runtime.
b
Segment b has no features associated with it.
Routing Cell
a
Lake
Segment a has a river and lake associated with
it.
River
34
Cross Country Routing
Lake
River
Features lakes, rivers, trees, buildings, etc.
35
Motivation
  • In OneSAF, the route-planning bottleneck is
    feature analysis (intersection tests)
  • Accounts for over 50 of computation time
  • Feature analysis is the best (obvious) candidate
    as the starting point for performance improvement
  • The route-planning algorithm in OneSAF can use
    parallel feature-analysis computations

36
GPU-based Route Planning
All Features
Cull Segment Set Against Feature Set (GPU)
Feature/Segment Pairs
All Segments
Reduced Segments
Terrain Features Route Segments
Exact Feature/Segment Tests (CPU)
All Features
Cull Feature Set Against Segment Set (GPU)
Render Features (Once)
Results
Reduced Features
Feature Buffer (static)
Cull Feature Set Against Single Segment (GPU)
37
3 phases of GPU-based culling
  • GPU-based culling proceeds in 3 phases
  • Cull segments against the full feature set
  • Cull features against the reduced set of segments
  • Cull reduced feature set against individual
    segments

38
Route Planning Integration into OneSAF
39
Route Planning Integration Process
40
Route PlanningPast Performance
  • May 2005
  • Baseline
  • OOS Build 24 Block D
  • Database
  • Joint Readiness Training Center (JRTC) Ft. Polk
    LA.
  • 15K Features
  • Scenario
  • Four tank platoons
  • Cross Country traveling
  • Route 25km 27km
  • 40 total segments / route
  • Full physical models, behavior models, and
    sensing models
  • 10x speedup in feature analysis computations
  • 2x simulation speedup

41
Route PlanningCurrent Performance
  • August 2005
  • Baseline
  • OOS Build 24 Block D
  • Database
  • Ft. Hood, Texas
  • 50K Features
  • Scenario
  • One tank platoon
  • 50 Individual Combatants (IC)
  • Tactically Traveling through dense urban
    environment
  • Route 5km 8km
  • 11 total segments / route
  • Full physical models, behavior models, and
    sensing models
  • 30-50x speedup in feature analysis computation
  • 10x simulation speedup

42
Route Planning Demonstration
43
Route Planning Results
  • Average time for Standard Feature Intersection
    checking
  • 68,000 milliseconds
  • Average time for GPU Feature Intersection
    checking
  • 2,200 milliseconds
  • Average overall time for Standard Route Planning
    service call
  • 45 seconds
  • Average overall time for GPU Route Planning
    service call
  • 4.5 seconds
  • Improvements
  • 30-50x speedup in feature intersection checking
  • 10x overall simulation speedup
  • Greater improvement if .
  • Use of a complex urban terrain database
  • Increase entity count

44
Collision Detection in OneSAF
45
Basic Architecture
  • Basic Architecture of Collision in OneSAF
  • Two types of collision
  • Entity collides with entity
  • Entity collides with environment feature
  • Collision detection is performed for each entity
  • Medium and High resolution entities perform
    collision detection once per tick (15 Hz)
  • Requires that the footprint of the entity be
    checked for intersections against features with
    linear, circular, and polygonal geometry.
  • OneSAF Environment provides a service
    (get_features_in_area) to assist in detection of
    collisions with environmental objects

46
Current Status of Collision Detection
  • OneSAF continues to finalize collision detection
    capabilities for version 1.0
  • OneSAF Build 24, Block D baseline contained
    minimal collision detection capabilities
  • SAIC/GPU team incorporate a basic collision
    detection algorithm into our GPU Build 24, Block
    D baseline
  • Algorithm incorporated performs only the exact
    entity/feature tests (similar to UNC)
  • Timing results that are collected are estimates
    to the true functionality
  • Once collision detection is finalized and
    integrated into OneSAF
  • Collision detection algorithm will be better
    defined
  • Provides more accurate timing results while
    comparing GPU-based algorithms to non-GPU-based
    algorithms

47
Proximity Collision Queries
  • Geometric reasoning of spatial relationships
    among objects (in a dynamic environment)

Collision Detection
Contact Points Normals
d
d
Closest Points Separation Distance
Penetration Depth
48
Applications
  • Rapid Prototyping tolerance verification
  • Dynamic Simulation contact force calculation
  • Computer Animation motion control
  • Motion Planning distance computation
  • Virtual Environments -- interactive manipulation
  • Haptic Rendering -- restoring force computation
  • Simulation-Based Design interference detection
  • Engineering Analysis testing validation
  • Medical Training contact analysis and handling
  • Education simulating physics mechanics

49
Motivation
  • Collision and proximity queries can take a
    significant amount of time (up to 90) in many
    applications
  • dynamic simulation automobile safety testing,
    cloth folding, engineering using prototyping,
    avatar interaction, etc.
  • path planning routing, navigation in VE,
    strategic planning, etc.

50
Collision Detection Systems
  • I-COLLIDE (1995)
  • RAPID (1996)
  • V-COLLIDE (1997)
  • H-COLLIDE (1998)
  • PQP (1999)
  • SWIFT (2000)
  • PIVOT (2001)
  • SWIFT (2001)
  • DEEP (2002)
  • CULLIDE (2003)
  • QCULLIDE (2004)

51
Algorithm
Object-LevelPruning
Subobject-LevelPruning
Exact Tests
52
Real-Time Collision Detection for
Avatar Motion
53
Self-Collision Detection
Deformable Models
  • First interactive self-collision detection
    algorithm
  • 1.5 orders of magnitude improvement in state of
    the art

54
Real-time Surgical Simulation
  • Path planning for a deformable catheter
  • 1 order of magnitude performance improvement

55
3 Stage Algorithm
Entity 1
Entity 4
Entity 4
  • Stage 1 Entities are removed that can be culled
    conservatively on the GPU

Entity 3
Entity 2
Entity 5
Entity 5
1
Input
56
3 Stage Algorithm
Entity 1
Entity 4
Entity 4
  • Stage 1 Entities are removed that can be culled
    conservatively on the GPU
  • Stage 2 Features are checked against entities
    and conservatively culled on the GPU

Entity 3
Entity 2
Entity 5
Entity 5
1
Input
Entity 4
Entity 5
2
57
3 Stage Algorithm
Entity 1
Entity 4
Entity 4
  • Stage 1 Entities are removed that can be culled
    conservatively on the GPU
  • Stage 2 Features are checked against entities
    and conservatively culled on the GPU
  • Stage 3 Remaining features are checked per
    entity on the CPU

Entity 3
Entity 2
Entity 5
Entity 5
1
Input
Entity 4
Entity 5
Entity 5
3
2
Entity 5 is the only colliding entity
58
3 Stages of Collision Detection
  • Each stage reduces the complexity of the next
    phase
  • If features are static, they are rasterized only
    once for all entity-based occlusion queries
  • Dynamic terrains can be easily supported
  • Dynamic features are easily supported by the
    algorithm
  • Requires one extra rasterization of the feature
    set

59
3 Stages of Collision Detection
  • Terrain Features are first rendered into a depth
    buffer at startup
  • At runtime
  • Entities are checked against feature depth buffer
  • Features are checked against entities
  • CPU performs final exact test

60
Occlusion Queries for Overlap Tests
  • Standard feature of current GPUs
  • When two objects are rendered/drawn, the queries
    check for overlap
  • We draw features and entities with occlusion
    queries
  • Find features and entities that overlap
  • Drawing a feature or an entity takes only a few
    microseconds

61
Collision Detection Integration into OneSAF
62
Collision DetectionIntegration Process
63
Setting the Stage
  • OneSAF Configuration
  • OneSAF Plan View Display (PVD)
  • GPU toggle switch (route calculation time)
  • OneSAF SimCore
  • OneSAF Terrain Database
  • Ft. Hood, Texas
  • Future database South West Asia (SWA)
  • Scenario Overview
  • Multiple tank platoons and ICs performing LOS,
    route planning and collision detection through a
    complex urban environment
  • Full physical models, behavior models, and
    sensing models

64
Collision Detection Demonstration
65
Collision Detection Results
  • Average time for Standard Collision Detection
    query
  • 20 milliseconds
  • Average time for GPU Collision Detection query
  • 2.1 milliseconds
  • Improvements
  • 10x speedup in collision detection query
  • 5x simulation speedup
  • Greater improvement if .
  • Use of a complex urban terrain database
  • Increase entity count

66
GPU Performance Improvement Schedule
2004
2005
Nov. DARPA Review
May DARPA Review
Aug. DARPA Tech
TODAY
BLOCK C
BLOCK D
Line of Sight (LOS)
100x LOS query 3x sim. speedup
100-200x LOS query 10x sim. speedup
100-200x LOS query 20x sim. speedup
BLOCK D
Route Planning
10x feature int. 2x sim. speedup
30-50x feature int. 10x sim. speedup
BLOCK D
Collision Detection
10x collision query 5x sim. speedup
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