Computer-generated imagery (CGI) was first utilized to train pilots in flight simulators more than a decade ago. While these early CGI systems proved to be effective for certain simple training missions, they were incapable of more sophisticated training tasks such as terrain following and other tactical maneuvers. Early CGI systems had a number of major deficiencies. The system could depict only objects consisting of planar polygons. Furthermore, these CGI systems did not have the ability to superimpose 'texture'; i.e., fine detail over the surfaces. Another deficiency was the inability of these systems to transition from one level of detail to the next one in a smooth manner. Finally, early CGI systems had no provisions for suppressing aliasing, such as stairstepping, line breakup, crawling, and scintillation. Advances in electronics and algorithms over the past decade have made it feasible to cure most of the deficiencies of early CGI systems. This paper discusses these advances.
Adavances in computer-generated imagery for flight simulation
Fortschritt in der Technik der Erzeugung von Computerbildern fuer die Flugsimulation
1984
8 Seiten, 14 Bilder, 12 Quellen
Conference paper
English
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