MetaVR, Inc. MetaVR News Issue 51 December 5, 2017


MetaVR creates 3D real-time environments that provide the fidelity of geospecific simulation with game quality graphics and performance.

In this issue:

51.A – Multiple F-16 Simulation Programs using MetaVR VRSG Licenses
51.B – MetaVR Visuals in U.S. Navy's Ship-Based Fire Scout UAV Simulator
51.C – MetaVR and Business Partners at I/ITSEC


Multiple F-16 Simulation Programs using MetaVR VRSG Licenses

In 2017, 75 new Virtual Reality Scene Generator (VRSG) licenses were purchased for multiple F-16 programs: both for sites where VRSG is already used in training simulators, and for new sites.


MetaVR Visuals in U.S. Navy's Ship-Based Fire Scout UAV Simulator

The U.S. Navy at Naval Air Station Patuxent River, MD, (NAS PAX River) recently built and began operating multiple portable ship-based MQ-8B/C Fire Scout UAV simulators using the MetaVR Virtual Reality Scene Generator (VRSG) with 3D ocean states. The unmanned rotary-wing Fire Scout is designed to provide reconnaissance, situational awareness, and precision targeting support for the Navy's littoral combat ships (LCS).

The simulators, primarily used for ship-based operations, serve to both instruct and maintain proficiency of the Fire Scout by both the air vehicle operators (who fly the aircraft) and mission payload officers (who control the sensor payload). VRSG's out-the-window view is first processed by the Navy's sensor simulation, and then is used to provide both the electro-optical (EO) and infrared (IR) sensor modes on training systems. The FLIR EO/IR simulation enables operators to classify MetaVR's detailed 3D ship models from a great distance, with high-magnification narrow fields-of-view (FOVs), and under varying environmental conditions. In this 4-channel training system, VRSG renders a third-person (stealth) instructor view for situational awareness and a shipboard camera view that is attached to the automatic approach system.

The Navy's Fire Scout simulator is the latest in several UAS training systems that use MetaVR visuals. For well over a decade VRSG has been used in classroom, portable, and embedded simulators for the U.S. Army UAS trainers for the Shadow Crew Trainer, and Universal Ground Control Station (UGCS), and simulation training for the MQ-5B Hunter, RQ-7 Shadow, and MQ-1C Gray Eagle, and Aerosonde platforms. More recently, VRSG has been in use in the U.S. Air Force Special Operations Command (AFSOC) Reaper Extended Range (ER) Simulator, and the AFRL-developed Predator Research Integrated Network Combat Environment (PRINCE), a high fidelity, networkable MQ-1 and MQ-9 Remotely Piloted Aircraft (RPA) simulator, which serves as an R&D tactical simulator for Predator pilots and sensor operators.

  IITSEC 2017 51.C
MetaVR and Business Partners at I/ITSEC

MetaVR and its business partners exhibited products and technology in Booth #1249 at the Interservice/Industry Training, Simulation and Education Conference and Trade Show (I/ITSEC), November 27-December 1, 2017.

MetaVR showcased its terrain and visualization products and technologies that support applications ranging from unmanned air system (UAS) operator and Joint Terminal Attack Control (JTAC) training, to high-speed fixed-wing cockpit simulators, to littoral and marine-based operations to individual/first-person ground-level urban operations. All terrain demos were rendered in the latest version of VRSG.

MetaVR demonstrated VRSG's newest visual fidelity features including shadows cast from static culture models, screen space ambient occlusion (SSAO), and several enhancements to 3D ocean simulation.

MetaVR demonstrated two new 3D terrain datasets, built in Metadesic round- earth format with the latest version of MetaVR Terrain Tools for Esri ArcGIS:

MetaVR also demonstrated VRSG's 3D ocean simulation, in scenarios featuring many naval models from our military model library of 135 naval vessels on geospecific terrain/ocean body of the Strait of Hormuz and the littoral area of the port city of Kismayo, Somalia. Many of the vessels have deck details modeled to first-person level.

Other demonstrations in the booth included:
  • JTAC training. MetaVR and Battlespace Simulations' (BSI's) JTAC desktop simulation system (accredited by JFS ESC and STANAG) was set up for conducting close-air-support training exercises with Close Air Solutions, instructors with relevant domain knowledge. In addition to providing the out-the-window views and UAS HUDs, VRSG provides the simulated thermal views, simulated UAS video feed on the JTAC's ROVER device, and emulated military equipment views. The training scenario takes place on MetaVR's geospecific Kismayo 3D terrain and tests JTAC, UAS, and aircrew in a complex mission environment with 5-Line, 9-Line, and Call-for-Fire interfaces generated from BSI's Modern Air Combat Environment (MACE) software. The simulator's 4 meter 220° curved display was provided by IDSI.
  • High-resolution geospecific 3D terrain of the Somalia port city of Kismayo. A relevant geospecific terrain for coordinated UAS and JTAC close-air-support training, this 3D terrain is populated with hundreds of geolocated, photo-specific culture models built from ground-level photographs taken on the streets of Kismayo. Demo scenarios include amphibious and close-air-support missions. The amphibious scenario highlights VRSG's 3D ocean simulation and MetaVR's growing collection of U.S. naval models.
  • High-resolution geospecific 3D terrain of a mountainous region in Kabul province, Afghanistan. The modeled village of Khairabad includes 650 custom-built 3D structures that match footprints on the source imagery. Many structures have multiple damage states, demonstrated in scenarios that feature close-air-support missions with UAS overwatch and strikes, and pattern of life activity. These scenarios contain many of MetaVR's newest military ground vehicles.
  • High-resolution geospecific 3D terrain and modeled airfields in Continental US plus Alaska and Hawaii (CONUS++). The CONUS++ demos included flythrough sequences on 27 modeled airports and airfields, with high-resolution imagery and geospecific and geotypical cultural content.
  • SUAS for collecting sub-inch geospecific imagery for real-time 3D terrain. The MetaVRC, MetaVR's SUAS for imagery data collection, was on display. Built for autonomous aerial surveying, the MetaVRC captures 2 cm per-pixel resolution images that can be used with accurate elevation data to compile terrain at 2 cm resolution. The resulting synthetic environment can then be rendered in VRSG. Swift Radioplanes (SPR), the creators of the MetaVRC, demonstrated features of the SUAS and two examples of 2 cm per-pixel resolution terrain that MetaVR built from the 2 cm imagery the SUAS collected at two target ranges at NAS Fallon and at the Prospect Square area of Yuma Proving Ground. SPR operated the aircraft at both sites.

All terrain was built in MetaVR's round-earth Metadesic™ format with MetaVR Terrain Tools for Esri ArcGIS. All of MetaVR's real-time demos were created with VRSG Scenario Editor, using substantial cultural feature, character, and land, sea, and air vehicle assets, and 3D character animations from MetaVR's 3D content and animation libraries of over 7,000 models and over 1,400 animations.

Also in the booth, BSI demonstrated their latest version of MACE, a computer generated forces (CGF)/semi-automated forces (SAF) software application, which uses VRSG for the 3D visuals and is capable of simulating an air, ground, naval and electronic warfare battlespace. In addition BSI demonstrated Viper, a low-cost PC-based DIS radio, and DIScord, a DIS recorder used for after action review.

In addition to conducting demos of close-air-support training, Close Air Solutions demonstrated their new Hyper Real Immersion (HRI), a project developed using MetaVR 3D visualization technology to deliver immersive, outdoor mixed reality training. The HRI 360-VideoSphere brings the advantages of simulation into the live environment by showing a 360-degree perspective from a given location combined with the HTC Vive tracking system with blended 3D entities and effects rendered in real-time by VRSG. Photorealistic synthetic entities including buildings, vehicles and personnel, are controlled using BSI MACE and rendered in VRSG on top of a highly accurate synthetic representation of the physical terrain. The synthetic and physical scenes are combined to provide a real-time mixed reality experience.

During the week-long "Operation Blended Warrior" (OBW) LVC event at I/ITSEC, the 505 Command and Control Wing and TRU Simulation + Training used VRSG and MetaVR's terrain of Washington State (to include Seattle and Leschi Town as described above) and portions of CA, AZ, and NV (to include MetaVR's virtual Camp Pendleton) in their respective simulators. The 505 Command and Control Wing (booth #529) ran VRSG in the JTAC-TACP/Operational Simulation Suite (J-T/OSS) v2.0 Desktop(J-T/OSS) trainer TRU Simulation + Training (booth #1700) ran VRSG in the V-280 cockpit simulator for out-the-window and sensor views.

Elsewhere, VRSG was used in the following demos at I/ITSEC:

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