MetaVR VRSG supports many kinds of effects, such as shadows, dynamic craters, wakes, track and wheel impressions, solid particle ballistic effects, and particle effects that respond to wind: dust trails, contrails, tactical smoke, volumetric flames, waves, blown sand or snow.
MetaVR VRSG lighting features include:
- Full-featured, high performance light points.
- High performance light lobes with per-pixel axial and radial attenuation.
- Dynamic lighting.
VRSG supports full-featured light points. Light point processing runs entirely in vertex shader programs downloaded to the graphics chipset, affording exceptional performance. You can expect as much as 20,000 omni-directional light points or 13,000 directional light points per frame at 60 HZ. VRSG light points were developed with input from subject matter experts, such as commercial and military pilots.
MetaVR VRSG real-time scene of an A-10 entity in flight over virtual Buckley Air Force Base and Greater Denver, featuring airfield lighting, and in the background, the cultural lighting of Denver. For simulating night scenes, the terrain contains thousands of cultural light points of Buckley AFB, Aurora, and Denver.
VRSG provides realistic light lobes that yield per-pixel radial attenuation and per-vertex axial attenuation. VRSG light lobes are flexible enough to support landing lights, taxi lights, headlights, and searchlights. VRSG can render potentially thousands of lights. You can fully characterize the light lobe radial profile in two dimensions using a texture map. VRSG light lobes do not require multiple database render passes or hardware that can store alpha information in the frame buffer. Instead, VRSG light lobes are rendered single-pass, which results in minimal performance degradation when enabling a light lobe. No drastic impact on fill rate or geometry processing penalties is incurred when enabling light lobes.
VRSG supports a highly optimized dynamic lighting pipeline, which uses per-vertex color, blended with per-polygon material, combined with ambient lighting conditions and directional light sources for efficient and convincing dynamic lighting effects.
VRSG supports particle-based effects for smoke plumes, dust trails, tactical smoke, blowing sand, blowing dust, rotor wash, and explosions. The /Effects directory contains several kinds of smoke and dust effects, explosion, solid particle, and other effects. You can also use particle-based effects for one-time animations such as explosions or muzzle flash effects. By editing particle description files, you can create or customize new particle-based effects.
VRSG's solid particle effects, which model projectiles with dust trails being cast from detonation events.
Example of VRSG simulated brown-out dust effect. The scene shows a UH-1Y entity model preparing for take-off, with dust generated by particle effects per rotor.
VRSG renders shadows dynamically for static culture and dynamic models and for clouds, based on the sun position. Shadows are cast on the ground, 3D oceans, objects on objects, and on the object on itself (self-shadowing).
Shadow options include the ability to optimize for quality (best for ground level scenarios) versus performance (best for flight simulation).
Example of VRSG's object-on-object shadows in this real-time scene of a facade detail from virtual Kismayo, Somalia, terrain.
VRSG can dynamically deform terrain surfaces to represent craters resulting from munitions impact. Users can associate various crater radius and depths with differing munition types. For a detonation event, VRSG can dynamically hyper-tessellate the local terrain surface to the degree needed to capture the crater's shape. The newly formed crater supports mission functions such as elevation lookups and intervisibility queries. In physics-based IR rendering, the crater appears hot, with incremental cooling over time, from the outer radius inward.
VRSG real-time scenes of textured and wireframe views of craters created from a particle effects explosion. The scenes are rendered on 2 cm per-pixel resolution virtual terrain of the Prospect Square area at the U.S. Army Yuma Proving Ground, AZ. The terrain was built with 2 cm imagery collected by MetaVR’s data collection small UAV.
VRSG can simulate a track or wheel impression to appear behind a tracked or wheeled vehicle entity -- or a footprint impression to appear behind a human entity -- in motion and follow the entity in motion. For most tracked and wheeled vehicles, VRSG can automatically determine the width and offset of the tracks by inspecting the model's geometry, and will use a generic track or wheel texture for the impression. Several textures are delivered with VRSG are that can be used for track, wheel, and footprint impressions.
VRSG can render a wire-frame threat dome that represents the detection and lethal ranges of a Surface to Air Missile (SAM) or similar threat system. The threat dome can be dome or cylindrical shapped and associated with a DIS entity, or placed as a static model.