A method and system for simulating airport flight zone operation based on Unreal Engine

Through the simulation method based on Unreal Engine, the hidden Markov model and speed smoothing technology are used to constrain and model the aircraft trajectory of the airport flight area, solving the problem of reviewing the operation process of the airport flight area, realizing the identification of potential bottlenecks and shortcomings, and improving the operation efficiency and safety of the airport.

CN118211408BActive Publication Date: 2025-04-08CIVIL AVIATION UNIV OF CHINA
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Patent Information

Application Number
CN202410393500.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-04-02
Publication Date
2025-04-08
Estimated Expiration
2044-04-02

AI Technical Summary

Technical Problem

The prior art is difficult to effectively review the operation process of flight areas of different airports and identify potential bottlenecks and shortcomings, especially in terms of uncertainty in the results caused by operating time.

Method used

Using the simulation method based on Unreal Engine, the aircraft trajectory is constrained and modeled through the hidden Markov model and speed smoothing technology. Combined with the communication between the Flask server and the Unreal Engine client, a dynamic material rendering module and a trajectory flow rendering module are built to realize static and dynamic simulation of the airport flight area.

Benefits of technology

It realizes a deep review of the operation process of different airport flight areas, intuitively presents the uncertainty of the results caused by operating time, identify potential bottlenecks and shortcomings, and improves the efficiency and safety of airport operations.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an airport flight zone operation simulation method and system based on Unreal Engine, which belongs to the field of computer simulation technology, and comprises: S1, in the process of map matching, when the original trajectory point has a toothed trajectory, the aircraft trajectory is constrained to the taxi line in combination with a hidden Markov model; S2, in the process of speed smoothing, the driving state of the aircraft trajectory is modeled; S3, in the process of airport flight zone operation simulation based on Unreal Engine, it is built from the perspectives of Flask server and Unreal Engine client respectively; S4, on the Flask server, a map resource and tile material push service is built; S5, an aircraft trajectory flow and a flight flow push service are built; S6, on the Unreal Engine client, a dynamic material rendering module is built; S7, a scheduled flight flow retrieval module and a trajectory flow rendering module are built, and finally the operation simulation of the airport flight zone dynamic simulation is completed.
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Description

Technical Field

[0001] The present invention belongs to the technical field of computer simulation, and in particular relates to an airport flight zone operation simulation method and system based on Unreal Engine. Background Art

[0002] With the rapid development of the civil aviation industry, air traffic continues to grow, forcing airport operators to increase capacity while complying with safety regulations. As the core area of ​​airport operations, the airfield is mainly used for aircraft takeoff, landing and taxiing within the airport, involving multiple entities, including air operators, airport managers, ground service providers, etc. In this multi-party cooperation environment, effective collaboration becomes crucial. Summary of the invention

[0003] A technical solution is proposed to solve the following technical problems in the above-mentioned background technology: to provide an airport flight zone operation simulation method based on Unreal Engine, which can deeply review the past operation processes of different airports, intuitively present the uncertainty of results caused by operation time, and thus identify potential bottlenecks and shortcomings in airport operations.

[0004] The first object of the present invention is to provide an airport flight zone operation simulation method based on Unreal Engine, comprising:

[0005] Step 1: In the process of map matching, the problem of jagged trajectories appearing in the original trajectory points is addressed by constraining the aircraft trajectory to the glide line in combination with the hidden Markov model to improve the integrity of the aircraft trajectory, aiming to provide more accurate trajectory restoration for the simulation environment.

[0006] Step 2: During the speed smoothing process, the driving state of the aircraft trajectory is modeled to optimize the authenticity of the aircraft during takeoff, landing, taxiing, and turning, and ensure the smooth change of speed during taxiing, aiming to provide a more accurate motion trajectory for the simulation environment;

[0007] Step 3, in the airport flight zone operation simulation based on Unreal Engine, the Flask server and Unreal Engine client are built respectively, and the two communicate with each other through the HTTP protocol. In addition, the relevant parameters of the simulation process such as tile resource zoom level, airport reference point, unit distance, world time, etc. need to be set in the Flask server configuration;

[0008] Step 4: In the Flask server, build a map resource and tile material push service to adapt to different airports or different levels of map tile resources;

[0009] Step 5: Build an aircraft trajectory flow and flight flow push service based on the aircraft trajectory data and original flight flow data after map matching and speed smoothing;

[0010] Step 6: In the Unreal Engine client, build a dynamic material rendering module to complete the static simulation of the airport flight zone;

[0011] Step 7, according to the initialized world time, build a scheduled flight flow retrieval module and a trajectory flow rendering module. The former is used to obtain basic information about flight flow, and the latter is used to present the taxiing trajectory of the aircraft, and finally complete the operation simulation of the dynamic simulation of the airport flight area.

[0012] Furthermore, in step 1, in order to solve the problem of jagged trajectories appearing in the original trajectory points, the airport topology map and the aircraft trajectory are taken as input, and an R-Tree index is constructed on the airport topology map and the original trajectory is segmented to avoid subsequent repeated matching to improve retrieval efficiency. Then, the hidden Markov model is combined to calculate the joint probability of the observation probability and the transition probability between the trajectory points, and the Viterbi algorithm is combined to solve the taxiing path to constrain the aircraft trajectory to the taxiing line.

[0013] Furthermore, in step 2, the aircraft trajectory data constrained to the taxiline is modeled using the trajectory points, instantaneous velocity, acceleration and other states of the aircraft in adjacent time frames as input, and the state estimate is updated by constructing a state transfer matrix and comparing it with the actual observed data to complete the speed smoothing of the aircraft trajectory.

[0014] Furthermore, in step 3, in the airport flight zone operation simulation based on Unreal Engine, it is divided into Unreal Engine client and Flask server, which communicate with each other via HTTP protocol. To adapt to simulation maps of different levels of precision, the Flask server needs to provide image sources at different zoom levels. In addition, in order to project the actual aircraft taxiing motion trajectory into the virtual environment of the Unreal Engine airport, the airport reference point and unit distance are set to unify the data coordinate system, and relevant parameters of the simulation process such as world time are set to complete the simulation initialization.

[0015] Furthermore, in step 4, the Flask server will calculate the position of each tile in the Unreal Engine airport virtual environment based on the airport map tile resources and the tile resource zoom level parameters in step 4 to complete the push service construction of the map resources and tile materials.

[0016] Furthermore, in step 5, the Flask server will select flights after the current world time from the historical database based on the aircraft trajectory data and original flight flow data after map matching and speed smoothing, and combined with the world time parameter in step 4, to complete the push service construction of the aircraft trajectory flow and flight flow.

[0017] Further, in step 6, the Unreal Engine client uses the REST API in the level blueprint event to retrieve the map resources and tile material push service in step 4 to build a dynamic material rendering module, which specifically includes: 1) generating an Actor object instance corresponding to the tile; 2) retrieving the specific image address to set the texture parameter value, so as to complete the static simulation of the airport flight area.

[0018] Further, in step 7, the Unreal Engine client uses REST in the level blueprint event API is used to retrieve the aircraft trajectory flow and flight flow push service in step 5 to build the corresponding modules, including: 1) initialized world time; 2) build a scheduled flight flow retrieval module to retrieve whether there is any arriving or taxiing flight information every 1s; 3) build a trajectory flow rendering module, first obtain the taxiing trajectory of the corresponding aircraft according to the flight information, and complete the trajectory coordinate system conversion in combination with the airport reference point and unit distance parameters in step 4, and generate a spline object for the corresponding Actor instance by calculating the taxiing time of each taxiway and binding it to it; 4) Secondly, the spline points are normalized to obtain the playback rate of the taxiing animation of each taxiway, and the taxiing animation of a certain section is started when the world time is consistent with the playback time. During the execution of the frame animation, the alpha return value of the move function is first used to interpolate the spline length, and the distance change along the spline is obtained by the interpolation ratio. The position and rotation of the Actor are split and transformed to update the position of the aircraft, thereby finally completing the operation simulation of the dynamic simulation of the airport flight area. The specific formula is as follows:

[0019]

[0020] T alpha =Transform(dis(l0,l alpha )) (4)

[0021] Among them l i is the position change information of the i-th spline point, n is the total number of spline points, dis(*) represents the distance function along the spline at the spline point in the Unreal Engine, the Rate array represents the playback rate of each taxiway sliding animation after normalization, alpha is the proportional position in the entire spline at a certain frame time, l alpha For its corresponding position change information, Transform(*) is used to obtain the position and rotation of the aircraft Actor instance at a certain frame time.

[0022] The second invention purpose of this patent is to provide an airport flight zone operation simulation system based on Unreal Engine, including an aircraft trajectory preprocessing unit and an airport simulation flight zone environment construction unit;

[0023] The aircraft trajectory preprocessing unit is divided into a map matching module and a speed smoothing module. First, a hidden Markov model is established to perform map matching based on the airport topology map with the taxi line as a constraint. Second, the driving state of the restored trajectory is modeled through speed smoothing to obtain the aircraft taxiing motion trajectory during the simulation stage.

[0024] The airport simulation flight zone environment construction unit uses the map tile data set as the airport map simulation, and builds different functional modules based on the aircraft trajectory flow data and original flight flow data after map matching and speed smoothing as input.

[0025] The third invention objective of this patent is to provide a computer program that implements the above-mentioned Unreal Engine-based airport flight zone operation simulation method.

[0026] The fourth invention objective of this patent is to provide an information data processing terminal that implements the above-mentioned airport flight zone operation simulation method based on Unreal Engine.

[0027] The fifth invention objective of this patent is to provide a computer-readable storage medium, including instructions, which, when executed on a computer, enables the computer to execute the above-mentioned Unreal Engine-based airport flight zone operation simulation method.

[0028] The advantages and positive effects of the present invention are:

[0029] The present invention uses the collected airport flight flow data, trajectory data, source script and airport topology map as the basic data source, and processes the original aircraft trajectory data through map matching and speed smoothing, respectively, in order to provide more accurate trajectory restoration and driving state modeling for the simulation environment. In the design of the airport flight zone operation simulation system based on Unreal Engine, it is divided into Unreal Engine client and Flask server. In the Flask server, the configuration file of the relevant parameters required for the simulation process is first initialized. On this basis, the map resource and tile material push service, aircraft trajectory flow and flight flow push service are built. In the Unreal Engine client, the HTTP protocol is used to communicate with the push service module corresponding to the Flask server, and a dynamic material rendering module, a scheduled flight flow retrieval module and a trajectory flow rendering module are built. From the perspective of static simulation and dynamic simulation of the airport flight zone, the design of the airport flight zone operation simulation system based on Unreal Engine is completed. The present invention realizes fast rendering and flight zone operation playback of different airports, and helps to deeply review the past operation process of the airport to identify the potential bottlenecks and shortcomings of the current airport. BRIEF DESCRIPTION OF THE DRAWINGS

[0030] Figure 1 Flow chart of the aircraft trajectory data preprocessing module in the preferred embodiment of the present invention

[0031] Figure 2 Flow chart of the airport flight zone operation simulation module in the preferred embodiment of the present invention

[0032] Figure 3 Flowchart of a preferred embodiment of the present invention. DETAILED DESCRIPTION

[0033] In order to further understand the content, features and effects of the present invention, the following embodiments are given as examples and described in detail with reference to the accompanying drawings.

[0034] In order to meet the needs of reality, this application conducts a simulation study on the operation of airport flight zones based on Unreal Engine. As a safe means of testing and exploration, simulation can provide a platform for each subject unit to verify, convey and understand concepts and ideas. First, the airport flight zone is designed and built based on satellite remote sensing images and airport topology maps. Secondly, the practicality of aircraft trajectory data is improved through map matching and speed smoothing. At the same time, the main functional modules of the simulation platform are analyzed and designed to achieve the effect of low coupling and high cohesion, and the simulation of the airport flight zone is completed from the perspective of static simulation and dynamic simulation. As a result, the airport operation process can be deeply reviewed, and the potential conflict risk areas caused by the uncertainty of operation time can be intuitively presented. The potential bottlenecks and shortcomings of the current airport can be better identified, so as to better quantify the risks. In addition, new operation plans can be tested and verified to reduce the risks in actual production, and provide strong support for improving the efficiency and safety of flight zone operations.

[0035] The airport flight zone operation simulation system based on Unreal Engine mainly involves aircraft trajectory preprocessing and airport simulation flight zone environment construction. Aircraft trajectory preprocessing is mainly divided into two aspects: map matching and speed smoothing. First, it is necessary to establish a hidden Markov model for map matching based on the airport topology map with taxi lines as constraints. Secondly, the restored trajectory is modeled through speed smoothing to obtain the aircraft taxiing motion trajectory during the simulation stage. In the construction of the airport simulation environment, the map tile dataset is used as the airport map simulation, and the aviation trajectory flow data and the original flight flow data after map matching and speed smoothing are used as input to build different functional modules.

[0036] First, the aircraft trajectory preprocessing method is to provide the simulation environment with an aircraft taxiing trajectory that fits the actual situation, avoiding the trajectory offset caused by the equipment positioning error and the "toothed" trajectory problem of the original trajectory point. The aircraft trajectory data has the following characteristics: ① Affected by the source equipment, different airports have different sampling methods, such as surface surveillance radar, secondary radar, ADS-B equipment, etc., which are prone to inaccurate positioning and missing positioning; ② Affected by the sampling frequency, different airports have different sampling frequencies, but generally 2 to 10s belong to high sampling rate trajectories, which are prone to "toothed" trajectory phenomena. In addition, during the simulation process, considering the different surface structures of different airports, such as most domestic airports have single runway and multi-runway structures, and different taxiways are set up near the terminal area for the taxiing in and taxiing out stages, while most foreign airports have cross-runway structures, and the terminal area is usually a single taxiway. Therefore, a systematic structural design was carried out in the simulation process with the premise of building universality.

[0037] Based on the historical data and field structures of different airports, the present invention can conduct an in-depth review of the past operation processes of different airports, intuitively present the uncertainty of results caused by operation time, and thus identify potential bottlenecks and shortcomings in airport operations.

[0038] See also Figures 1 to 3 , the specific plan is:

[0039] An airport flight zone operation simulation method based on Unreal Engine requires two implementation stages, namely, aircraft trajectory preprocessing stage and airport simulation flight zone environment construction stage, including the following steps:

[0040] Step 1, as attached Figure 1 As shown in the figure, in order to solve the problem of jagged trajectories appearing in the original trajectory points, the aircraft trajectory is constrained to the glide line by combining the hidden Markov model to improve the integrity of the aircraft trajectory, aiming to provide a more accurate trajectory restoration for the simulation environment; further explanation is as follows:

[0041] To address the problem of "toothed" trajectories appearing in the original trajectory points, the airport topology map and aircraft trajectory are taken as input, and an R-Tree index is constructed on the airport topology map and the original trajectory is segmented to avoid subsequent repeated matching and improve retrieval efficiency. Then, the hidden Markov model is combined to calculate the joint probability of the observation probability and the transition probability between trajectory points, and the Viterbi algorithm is used to solve the taxiing path to constrain the aircraft trajectory to the taxiing line.

[0042] Step 2, as attached Figure 1As shown, the driving state of the aircraft trajectory is modeled to optimize the authenticity of the aircraft during takeoff, landing, taxiing, and turning, and to ensure the smooth change of speed during taxiing, aiming to provide a more accurate motion trajectory for the simulation environment; further explanation is as follows:

[0043] The aircraft trajectory data constrained to the taxiline is modeled by taking the trajectory points, instantaneous speed, acceleration and other states of the aircraft in adjacent time frames as input. The state estimation is updated by constructing a state transfer matrix and comparing it with the real observation data to complete the speed smoothing of the aircraft trajectory.

[0044] Step 3, as shown in the attached Figure 2 As shown in the figure, in the airport flight zone operation simulation based on Unreal Engine, the Flask server and the Unreal Engine client are built respectively, and the two communicate with each other through the HTTP protocol. In addition, the relevant parameters of the simulation process such as tile resource zoom level, airport benchmark reference point, unit distance, world time, etc. need to be set in the Flask server configuration; further explanation is as follows:

[0045] In the airport flight zone operation simulation based on Unreal Engine, it is divided into Unreal Engine client and Flask server. The two communicate with each other via HTTP protocol. To adapt to simulation maps of different levels of precision, the Flask server needs to provide image sources at different zoom levels. In addition, in order to project the actual aircraft taxiing trajectory into the virtual environment of the Unreal Engine airport, the airport reference point and unit distance are set to unify the data coordinate system, and relevant parameters of the simulation process such as world time are set to complete the simulation initialization.

[0046] Step 4, as shown in the attached Figure 2 As shown in the figure, in the Flask server, a map resource and tile material push service is built to adapt to different airports or different levels of map tile resources; further explanation is as follows:

[0047] The Flask server will calculate the position of each tile in the Unreal Engine airport virtual environment based on the airport map tile resources and the tile resource zoom level parameters in step 4 to complete the push service construction of map resources and tile materials.

[0048] Step 5, as shown in the attached Figure 2 As shown, based on the aircraft trajectory flow data and original flight flow data after map matching and speed smoothing, the aircraft trajectory flow and flight flow push service is built; further explanation is as follows:

[0049] The Flask server will select flights after the current world time from the historical database based on the aircraft trajectory flow data and original flight flow data after map matching and speed smoothing, combined with the world time parameter in step 4, to complete the push service construction of the aircraft trajectory flow and flight flow.

[0050] Step 6, as shown in the attached Figure 2 As shown in the figure, in the Unreal Engine client, a dynamic material rendering module is built to complete the static simulation of the airport flight area; further explanation is as follows:

[0051] The Unreal Engine client uses the REST API in the level blueprint event to retrieve the map resources and tile material push service in step 4 to build a dynamic material rendering module, which specifically includes: 1) generating an Actor object instance for the corresponding tile; 2) retrieving the specific image address to set the texture parameter value, so as to complete the static simulation of the airport flight zone.

[0052] Step 7, as shown in the attached Figure 2 As shown, according to the initialized world time, a scheduled flight flow retrieval module and a trajectory flow rendering module are built. The former is used to obtain basic information about flight flows, and the latter is used to present the taxiing trajectory of aircraft, and finally complete the operation simulation of the airport flight zone dynamic simulation. Further explanation is as follows:

[0053] The Unreal Engine client uses the REST API in the level blueprint event to retrieve the aircraft trajectory flow and flight flow push service in step 5 to build the corresponding modules, including: 1) initialize the world time; 2) build a scheduled flight flow retrieval module to retrieve whether there is any arriving or taxiing flight information every 1s; 3) build a trajectory flow rendering module, first obtain the taxiing trajectory of the corresponding aircraft according to the flight information, and complete the trajectory coordinate system conversion in combination with the airport reference point and unit distance parameters in step 4, and generate a spline object for the corresponding Actor instance by calculating the taxiing time of each taxiway and binding it to it; 4) Secondly, by normalizing the spline points, obtain the playback rate of the taxiing animation of each taxiway, and start the taxiing animation of a certain section when the world time is consistent with the playback time. During the execution of the frame animation, first use the alpha return value of the move function to interpolate the spline length, and obtain the distance change along the spline through the interpolation ratio to split and transform to obtain the position and rotation of the Actor, so as to update the position of the aircraft, thereby finally completing the operation simulation of the dynamic simulation of the airport flight zone. The specific formula is as follows:

[0054]

[0055] T alpha =Transform(dis(l0,l alpha )) (6)

[0056] Among them l i is the position change information of the i-th spline point, n is the total number of spline points, dis(*) represents the distance function along the spline at the spline point in the Unreal Engine, the Rate array represents the playback rate of each taxiway sliding animation after normalization, alpha is the proportional position in the entire spline at a certain frame time, l alpha For its corresponding position change information, Transform(*) is used to obtain the position and rotation of the aircraft Actor instance at a certain frame time.

[0057] An airport flight zone operation simulation system based on Unreal Engine, including an aircraft trajectory preprocessing unit and an airport simulation flight zone environment building unit;

[0058] The aircraft trajectory preprocessing unit is divided into a map matching module and a speed smoothing module. First, a hidden Markov model is established to perform map matching based on the airport topology map with the taxi line as a constraint. Second, the driving state of the restored trajectory is modeled through speed smoothing to obtain the aircraft taxiing motion trajectory during the simulation stage.

[0059] The airport simulation flight zone environment construction unit uses the map tile data set as the airport map simulation, and builds different functional modules based on the aircraft trajectory flow data and original flight flow data after map matching and speed smoothing as input.

[0060] An information data processing terminal for implementing the above-mentioned airport flight zone operation simulation method based on Unreal Engine.

[0061] A computer-readable storage medium includes instructions, which, when executed on a computer, enable the computer to execute the above-mentioned airport flight zone operation simulation method based on Unreal Engine.

[0062] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When the use is implemented in whole or in part in the form of a computer program product, the computer program product includes one or more computer instructions. When the computer program instructions are loaded or executed on a computer, the process or function described in the embodiment of the present invention is generated in whole or in part. The computer may be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions may be stored in a computer-readable storage medium, or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions may be transmitted from one website site, computer, server or data center by wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL) or wireless (e.g., infrared, wireless, microwave, etc.) mode) to another website site, computer, server or data center. The computer-readable storage medium may be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integrated. The available medium may be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state hard disk SolidState Disk (SSD)), etc.

[0063] The above description is only a preferred embodiment of the present invention and does not limit the present invention in any form. Any simple modification, equivalent changes and modifications made to the above embodiments based on the technical essence of the present invention are within the scope of the technical solution of the present invention.

Claims

1. An airport flight zone operation simulation method based on Unreal Engine, characterized in that: include: S1. During the map matching process, when the original trajectory points show a toothed trajectory, the aircraft trajectory is constrained to the glide line by combining the hidden Markov model; S2, during the speed smoothing process, modeling the driving state of the aircraft trajectory; S3. In the process of running simulation of airport flight zone based on Unreal Engine, the simulation is built from the perspective of Flask server and Unreal Engine client respectively, and the two communicate with each other through HTTP protocol. The relevant parameters of the simulation process are set in the configuration of Flask server; the relevant parameters include tile resource zoom level, airport benchmark reference point, unit distance, and world time; S4. On the Flask server, build a map resource and tile material push service to adapt to different airports or different levels of map tile resources; S5. Build aircraft trajectory flow and flight flow push service based on the aircraft trajectory data and original flight flow data after map matching and speed smoothing; S6. In the Unreal Engine client, build a dynamic material rendering module to complete the static simulation of the airport flight zone; S7. According to the initialized world time, a scheduled flight flow retrieval module and a trajectory flow rendering module are constructed. The scheduled flight flow retrieval module is used to obtain basic flight flow information, and the trajectory flow rendering module is used to present the taxiing trajectory of the aircraft, and finally complete the operation simulation of the airport flight zone dynamic simulation; wherein: The Unreal Engine client uses the REST API in the level blueprint event to retrieve the aircraft trajectory flow and flight flow push service in S5 to build the corresponding modules, including: 1) Initializing the world time; 2) Building a scheduled flight flow retrieval module to retrieve whether there is any arriving or taxiing flight information every 1s; 3) Building a trajectory flow rendering module, first obtaining the taxiing trajectory of the corresponding aircraft according to the flight information, and completing the trajectory coordinate system conversion in combination with the airport reference point and unit distance parameters in S4, and generating a spline object for the corresponding Actor instance by calculating the taxiing time of each taxiway and binding it to it; 4) By normalizing the spline points, the playback rate of the taxiing animation of each taxiway is obtained, and the taxiing animation of a certain section is started when the world time is consistent with the playback time. During the execution of the frame animation, the alpha return value of the move function is first used to interpolate the spline length, and the distance change along the spline is obtained by the interpolation ratio. The split transformation obtains the position and rotation of the Actor to update the position of the aircraft, thereby finally completing the operation simulation of the dynamic simulation of the airport flight zone. The specific formula is as follows: (1) (2) in is the position change information of the i-th spline point, n is the total number of spline points, It indicates that the distance function along the spline at the spline point is obtained in Unreal Engine. The Rate array indicates the playback rate of each taxiway sliding animation after normalization. Alpha is the proportional position in the entire spline at a certain frame time. The corresponding position change information is Used to get the position and rotation of the aircraft Actor instance at a certain frame time.

2. The airport flight zone operation simulation method based on Unreal Engine according to claim 1 is characterized in that: In the map matching process, for the jagged trajectories appearing in the original trajectory points, the airport topology map and the aircraft trajectory are taken as input, and an R-Tree index is constructed on the airport topology map and the original trajectory is segmented. Then, the joint probability of the observation probability and the transition probability between the trajectory points is calculated in combination with the hidden Markov model, and the glide path is solved in combination with the Viterbi algorithm to constrain the aircraft trajectory to the glide line.

3. The airport flight zone operation simulation method based on Unreal Engine according to claim 1 is characterized in that: In the process of speed smoothing, the aircraft trajectory data constrained to the taxiline is modeled with the trajectory points, instantaneous speed, and acceleration states of the aircraft in adjacent time frames as input. The state estimate is updated by constructing a state transfer matrix and comparing it with the real observation data to complete the speed smoothing of the aircraft trajectory.

4. The airport flight zone operation simulation method based on Unreal Engine according to claim 1 is characterized in that: In S3, in order to adapt to simulation maps of different levels of precision, the Flask server provides tile resources with different zoom level parameters. In order to project the actual aircraft taxiing trajectory into the Unreal Engine airport virtual environment, the airport reference point and unit distance parameters are set to unify the data coordinate system, and the world time parameters of the simulation process are set to complete the simulation initialization.

5. The airport flight zone operation simulation method based on Unreal Engine according to claim 1 is characterized in that: In S4, the Flask server calculates the position of each tile in the Unreal Engine airport virtual environment based on the airport map tile resources and the tile resource zoom level parameters in S4 to complete the push service construction of map resources and tile materials.

6. The airport flight zone operation simulation method based on Unreal Engine according to claim 1 is characterized in that: In S5, the Flask server selects flights after the current world time from the historical database based on the aircraft trajectory data and original flight flow data after map matching and speed smoothing, and combines the world time parameters in S4 to complete the push service construction of aircraft trajectory flow and flight flow.

7. The airport flight zone operation simulation method based on Unreal Engine according to claim 1 is characterized in that: In S6, the Unreal Engine client uses the REST API in the level blueprint event to retrieve the map resources and tile material push service in S4 to build a dynamic material rendering module, which includes: 1) generating the Actor object instance of the corresponding tile; 2) retrieving the specific image address to set the texture parameter value, so as to complete the static simulation of the airport flight area.

8. An airport flight zone operation simulation system based on Unreal Engine, characterized in that: Used to implement the Unreal Engine-based airport flight zone operation simulation method as described in any one of claims 1 to 7, the system includes an aircraft trajectory preprocessing unit and an airport simulation flight zone environment building unit; The aircraft trajectory preprocessing unit is divided into a map matching module and a speed smoothing module. First, a hidden Markov model is established to perform map matching based on the airport topology map with the taxi line as a constraint. Second, the driving state of the restored trajectory is modeled through speed smoothing to obtain the aircraft taxiing motion trajectory during the simulation stage. The airport simulation flight zone environment construction unit uses the map tile data set as the airport map simulation, and builds different functional modules based on the aircraft trajectory flow data and original flight flow data after map matching and speed smoothing as input.

9. A computer-readable storage medium, characterized in that: The method comprises instructions which, when executed on a computer, enable the computer to execute the airport flight zone operation simulation method based on Unreal Engine as described in any one of claims 1 to 7.

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