The Trend Toward Common Architectures
Pete Swan, Director International Sales
The Trend Toward Common Architectures Pete Swan, Director - - PowerPoint PPT Presentation
The Trend Toward Common Architectures Pete Swan, Director International Sales The Vision These efforts are focused on creating a synthetic environment that will support thousands of entities spread across many sites and provide dynamic
Pete Swan, Director International Sales
“These efforts are focused on creating a synthetic environment that will support thousands of entities spread across many sites and provide dynamic terrain, weather, phenomena, simulated command forces, and more complex terrain. The architecture must:
sites.
AGENTS: An Architectural Construct to Support Distributed Simulation James O. Calvin, MIT Lincoln Laboratory Daniel J. Van Hook, MIT Lincoln Laboratory
Common Synthetic Environment
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US Army’s next-generation vision for a common Synthetic Training Environment for all collective training applications:
within a multi-echelon mixed-reality environment.
changing operational environment and enable Army training on joint combined arms operations
allows the Army to train at the point of need — whether at home-station, combat training centers or at deployed locations.
Currently consists of 3 separate elements
MAK was awarded the STE CSE contract on June 14, 2019 The STE CSE will be based on VR-Forces, VR-Engage, VR-Vantage, VR-TheWorld Server, and other MAK products! Other limited prototype developments are also being funded
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Project/Domain-Specific Content Project/Domain-Specific Behaviors Project/Domain-Specific Features
A Common Synthetic Environment and common One World Terrain underpinning the virtual simulators, IG, SAFs across all Collective Trainers
Project/Domain-Specific Content Project/Domain-Specific Behaviors Project/Domain-Specific Features IG Host Simulation SAF …
Terrain Terrain Terrain Terrain
Project/Domain-Specific Content Project/Domain-Specific Behaviors Project/Domain-Specific Features
RVCT Ground RVCT Air RVCT Soldier
IG Host Simulation SAF …
Terrain Terrain Terrain Terrain
IG Host Simulation SAF …
Terrain Terrain Terrain Terrain
OWT OWT OWT
and ability to load source data
STE Live S/SVT
Soldier / Squad Virtual Trainer
RVCT
Reconfigurable Virtual Collective Trainers
Mission Command Information Systems (MCIS) Interface to Legacy Systems (LVC-IA) Authoritative Data Sources
(e.g. Army Training Information System)
IVAS
Integrated Visual Augmentation System
One World Terrain
Training Simulation Software
Training Management Tool
Common Synthetic Environment
Slide content awaiting release approval.
Mil Data Sources Training Data TMT - SimGUI TSS – SimEngines RenderEngines PlayerInterface TSS TSS
RVCT SimEngines RenderEngines PlayerInterface
TMT - SimGUI TSS – SimEngines Cache Cache Cache CSE Home Station CSE Cloud OWT Source OWT - TerrainEngine
TerrainDB
OWT - TerrainEngine
TerrainDB
Takes advantage of NVIDIA GRID technology 3D graphics rendered on server side, with high-resolution video streamed to client machine Client does not need to have a high-end graphics card, and can even be a simple virtual desktop infrastructure (VDI) Supports full HLA federation, using MAK RTI, on virtual subnet on Cloud! Possible to access EXCON GUI and Role Player/Virtual Simulation from a web- browser with no plug-ins or native applications installed However, performance and user experience is better with a native application like NICE DCV (relative mouse, etc.) Mass-market technology continues to advance rapidly, and MAK is continuing to incorporate the latest technologies
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One Million Entities running through MAK’s new Legion scalability framework!
Network Communication Among Sim Engine Instances, and With Virtual Simulators and Other Clients
Sim Engine needs to efficiently simulate large numbers of entities each frame Simulation code that computes the state of each entity may require knowledge of state of other entities Sim Engine needs to communicate state of entities to Virtual Simulators and other applications For player-controlled entities, the code that computes the state of the entities requires input from Virtual Simulator Interface
Entity Entity Entity Entity Entity
Sim Engine
…
Virtual Simulator Interface
Virtual Simulator Interface Virtual Simulator Interface
Virtual Simulators
network
Entity Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance
specific geographic region
Entity Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance Entity
Entity Entity Sim Engine Instance Entity Sim Engine Instance Entity Entity Sim Engine Instance Entity Sim Engine Instance
Entity Entity Entity Sim Engine Instance
Entity Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance Entity Entity Entity Sim Engine Instance Virtual Simulator Interface
Virtual simulators can only handle small subset of entities in scenario
interact with
Thread #1
Current Task: Compute Entity A
Thread #2
Current Task: Compute Entity B
Thread #3
Current Task: Compute Entity C
Thread #4
Current Task: Compute Entity D
Pos Ori Vel Pos Ori Vel
A P I App Code
Legion Framework Data Store Library
Now that Sim Engine instances have a well-defined, optimized way of storing the state of objects that it simulates, we need to communicate that data to other applications We also need a way of populating each application’s Data Store with data about entities received from other applications
A P I
Sim Engine Instance
A P I
Sim Engine Instance
A P I
Client Application
Network
A P I
Sim Engine Instance
Network
Data Store Library
Network Library
A P I
Sim Engine Instance Data Store Library
Legion Network Library is responsible for communicating data from the in-memory Data Store to the network, and from the network for the in-memory Data Store Or could use an existing network standard – DIS, HLA, etc.
Network Library
DIS/HLA DIS/HLA Legion Legion
Design of MAK’s “Legion” Network Architecture
A P I
Sim Engine Instance
Network
Data Store Library
Network Library
A P I
Sim Engine Instance Data Store Library
Network Library
Entity Server
Data Store Library
network protocol choices
Entity Server
A P I
Sim Engine Instance
Network
Data Store Library
Network Library
A P I
Sim Engine Instance Data Store Library
Network Library
Entity Server
Data Store Library
instances for one Entity Server to handle, we share the load across multiple Entity Servers
Entity Server
Network
Entity Server
A P I
Client Data Store Library
Network Library
Data Store Library
Client expresses interest through Network API Network Library Data Store already coarsely organized spatially – by maintaining separate state arrays per Sim Engine instance (remember – each Sim Engine responsible for region) Network Library in Entity Server does the fine filtering against interest criteria Then builds a large message consisting just of data required by the client – using essentially the same data representation as the Data Store (no marshalling)
Network
Entity Server
A P I
Client Data Store Library
Network Library
Data Store Library
Network Library Received by client’s Network Library, and placed into the Data Store ready for next frame Client code accesses data about remotely simulated entities through the same abstract Data Store API that it uses to access locally simulated entities Large message sent directly to network
tailored for use case and network topology
Defence Operational Training Capability (Air) Core System and Services
CENTRAL HUB
Non-Runtime System Runtime System Exercise Management Support Services
TYPHOON
Synthetic Training Equipment Exercise Management Local Client/System
Lightning
Synthetic Training Equipment
E-3D
Synthetic Training Equipment
Future Capabilities
Synthetic Training Equipment
TYPHOON
Synthetic Training Equipment
External Sites
JFST DMOC DMON
Exercise Management Local Client/System Exercise Management Local Client/System Exercise Management Local Client/System Exercise Management Local Client/System
DOTC(A) Centralized Sim Services
Synthetic Training Platform
Central Simulation Services
Interface
Runtime Services
Player Controls
Role Players
VR-Vantage Render Engine VR-Engage Player Interface
Simulation
VR-Forces Sim Engine
AAR
VR-Vantage Stealth
IOS
VR-Forces GUI CGF Controls
Non-Runtime Services
Scenario Generation
VR-Forces Sim Engine VR-Forces GUI Streaming Terrain Server
VR-Forces Simulation Engine
Env. Comms Terrain Entity Lua Sensors
VR-Forces APIs will be used to:
MAK products are being used in 2 different ways on two major programs:
software for the US Army’s Synthetic Training Environment
DOTC(Air) Program
Future programs, such as the Australian Army’s LS Core 2.0, can learn from these programs how best to implement their own architectures based on their specific requirements.