Visual simulation method for observing and aiming equipment
By adjusting the rendering settings of the simulation engine and building field range parameters, combined with the rendering methods of multiple partitioned maps, the problem of unrealistic viewing effects of the existing technology Madhya sight equipment is solved, and the visual simulation effect is closer to the implementation is achieved, and the credibility and user experience of the simulation system are improved.
Patent Information
- Application Number
- CN202411752302.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-02
- Publication Date
- 2025-04-11
AI Technical Summary
In the prior art, the viewing equipment viewing in the simulation engine simulates the viewing effect by directly setting the magnification ratio of the screen, resulting in the viewing range being too small or too large, and it is impossible to effectively restore the observation and imaging effects of the actual viewing equipment.
By adjusting the global rendering settings of the simulation engine to adapt to the display device, a field of view range parameters based on the principle of optical engineering is constructed, and multiple divided maps are superimposed to render the picture, making the rendering range of the viewing equipment visual simulation screen closer to the actual viewing equipment.
The rendering range of the visual simulation image of the sight equipment is closer to that of the implementation, and the scale of the segmentation is consistent with the implementation, which improves the authenticity of the visual simulation and user experience, and enhances the credibility of the simulation system.
Smart Images

Figure CN119806373A_ABST
Abstract
Description
Technical Field
[0001] The present invention belongs to the technical field of virtual battlefield simulation, and in particular relates to a method for simulating the visual scene of an observation and aiming equipment. Background Art
[0002] With the development of computer technology, the use of computers for equipment simulation training has attracted more and more attention. The fidelity of the simulated equipment visual picture not only emphasizes the integrity of the components, but also emphasizes the restoration of the presentation effect. While ensuring a realistic and smooth equipment visual picture, the restoration of rendering details such as the field of view range, display mode, and picture color cast is an important task in the research process of sighting equipment visual simulation.
[0003] The simulation engine's sighting and observation equipment visual simulation is used for equipment simulation operation and simulated confrontation training. The key issue of visual simulation is how to link the global rendering settings to adapt to multiple screen rendering elements such as display devices, field of view range parameters, rendering parameter system, and graticule texture to restore the observation and imaging effects of actual sighting and observation instruments to the greatest extent.
[0004] In the prior art, the sighting equipment vision in the simulation engine simulates the vision effect by directly setting the magnification ratio of the picture, and the picture range is passively adjusted according to the resolution of the display. The graticule screen restores the actual graticule scale through a transparent map, and a mask is superimposed on the screen for rendering. This method of configuring the vision screen by scaling the screen has a small adjustment space and a single rendering mechanism; in the case of simulating high-magnification sighting equipment, enlarging the screen will result in a small field of view that will limit observation and produce a large difference from the actual operation; in the case of simulating low-magnification sighting equipment, reducing the screen will cause observation difficulties due to insufficient resolution of the display device, which will give the user a bad viewing experience. The solution to this problem is related to whether the simulation of the equipment's sighting and observation function is close to the actual installation and whether the simulation training can produce results. Summary of the invention
[0005] The present invention provides a method for simulating the vision of an observation and aiming equipment, which can effectively solve the problem of a large difference between the rendering mechanism of the simulated vision and the actual visual effect in the equipment vision simulation engine. The present invention is implemented through multiple elements such as a display device, a rendering range, a graticule model, and screen parameters. First, the display settings and screen settings are determined according to the display model and performance; then the rendering range is set according to the field of view of the actual observation and aiming equipment; the screen parameters are set; then the graticule map is drawn according to the actual graticule pattern and the graticule model is made; finally, test and calibration are performed.
[0006] A method for visual simulation of observation and aiming equipment, the specific scheme of which is: a method for visual simulation of observation and aiming equipment, the specific steps are as follows:
[0007] Step 1, adjust the simulation engine global rendering settings to adapt to the display device;
[0008] Step 2, construct the field of view range parameters to obtain the screen rendering range consistent with the actual installation;
[0009] Step 3, constructing picture effect parameters and generating a visual picture rendering image;
[0010] Step 4, making a graticule model according to the graticule pattern of the sighting equipment, and superimposing it on the visual screen;
[0011] Step 5: Create a test model and terrain and perform test calibration.
[0012] Compared with the prior art, the present invention has the following beneficial effects:
[0013] (1) By constructing the field of view parameters based on the principles of optical engineering and superimposing multiple reticle rendering images, the rendering range of the visual scene simulation of the sighting and aiming equipment is closer to that of the actual sighting and aiming equipment, and the reticle scale is consistent with the actual installation, which can simulate the operation of using the reticle scale to measure the distance in the actual installation;
[0014] (2) By constructing picture effect parameters with battlefield environment characteristics, the picture rendering effect is made more realistic;
[0015] (3) The visual simulation method for sighting and observation equipment described in the present invention can further restore the actual installation effect, optimize the realism of the visual simulation and improve the user experience, thereby improving the credibility of the simulation system, making the constructed equipment sighting and observation vision more realistic and the tactical simulation training of the troops more realistic. BRIEF DESCRIPTION OF THE DRAWINGS
[0016] Figure 1 This is a flow chart of the visual simulation method of sighting equipment of the present invention;
[0017] Figure 2 It is a flow chart of the picture effect parameter system of the present invention;
[0018] Figure 3 The dividing line sticker drawn for the present invention Figure 1
[0019] Figure 4 The dividing line sticker drawn for the present invention Figure 2 ;
[0020] Figure 5 It is the texture overlay rendering effect of the present invention;
[0021] Figure 6 Calibrate and debug the process for the present invention;
[0022] Figure 7 Calibration and debugging results for the present invention;
[0023] Figure 8 To use the visual simulation effect of the present invention;
[0024] Fig. 9 This is a comparison of the visual simulation effect without using the present invention. DETAILED DESCRIPTION
[0025] The following is combined with Figure 1-9 The present invention is further described in detail with specific embodiments:
[0026] A method for realizing a visual simulation aiming function of the present invention is based on a future battlefield simulation platform and comprises the following steps:
[0027] Step 1: Adjust the global rendering settings of the simulation engine to adapt to the display device. Use the recommended resolution of the display device and select the rendering option that is consistent with the resolution of the display device in the global rendering settings of the simulation engine. If there is no suitable option, select the rendering option with consistent aspect ratio.
[0028] Step 2, construct the field of view range parameters to obtain the screen rendering range consistent with the actual installation;
[0029] In the simulation engine, the FOV parameter is used to control the image rendering range. FOV (field of view) is the field of view, which was originally a term used in optics and photography. It refers to the angle between the edge of the human eye's field of view and the center of the human eye's pupil in the image formed by the camera. Since the size and resolution of the display are fixed when the simulation engine is running in full screen, the viewing magnification will also change accordingly when the field of view is modified. At the same resolution, the narrower the field of view, the greater the image rendering magnification; conversely, the wider the field of view, the smaller the image rendering magnification.
[0030] When setting the FOV parameters according to the field of view angle, the field of view angle should be converted into a single-precision floating-point number. The calculation model of the field of view range parameter (FOV) is as follows:
[0031] FOV=tan(α*0.5) (1)
[0032] Where α is the field of view angle, in degrees, and ranges from 0 to 180.
[0033] For example, the field of view angle of the commander's mirror of a certain equipment in low-magnification mode is 10°. When setting the field of view angle, FOV=tan(10*0.5)=0.09 (rounded to 2 decimal places) is calculated, and the parameter is set to FOV=0.09; the field of view angle of the commander's mirror of a certain type of tank in high-magnification mode is 6°. When setting the field of view angle, FOV=tan(6*0.5)=0.05 (rounded to 2 decimal places) is calculated, and the parameter is set to FOV=0.05.
[0034] When operating the actual sighting equipment, first use the low-power scope with a wide observation range to determine the target direction, and then switch to the high-power scope with a narrow observation range to aim. When rendering the sighting screen in the simulation engine, it is also necessary to prioritize the observation range and the actual installation. Compared with the previous rendering of a single setting of the screen zoom size, the field of view range parameters constructed based on the principles of optical engineering are more in line with the actual operation habits, and are more suitable for use in the visual simulation of sighting equipment.
[0035] In order to simplify the development process of the visual simulation engine, the default value of the naked eye field of view of the characters in the engine is recommended to be set to 120 degrees. When making vehicle models, you can use the preset string to replace the field of view angle. Here are the common FOV preset parameters, as shown in Table 1 below.
[0036] Table 1 FOV preset parameters of the visual simulation engine
[0037]
[0038] Step 3: construct picture effect parameters and generate a visual picture rendering image.
[0039] like Figure 2 As shown in the figure, the construction of the picture effect parameter system includes imaging mode parameters, brightness parameters, visual color parameters, contrast parameters, automatic white balance parameters, and picture blur parameters. According to the type of viewing and aiming equipment, each parameter should define the character type, value range, and default value, so that the rendering effect of the picture is closer to the imaging effect of the actual viewing and aiming equipment.
[0040] The imaging mode parameters (Type) preset multiple imaging modes for commonly used layers such as white light, night vision, and thermal imaging, and define each mode as string data for direct call when used. Common imaging mode parameters are given here, as shown in Table 2 below.
[0041] Table 2 Preset parameters of imaging mode
[0042] Type of sighting equipment Imaging Mode Usage Examples Periscope, scope White light (standard) mode Type=Day Night Vision Night Vision Mode Type=NV Thermal Imager Thermal imaging mode Type=TI
[0043] The brightness parameter (Brightness) uses floating point data with a value range of 0-60, usually set between 1 and 50. When the value is less than 1, the screen is extremely dark and close to a black screen, and when the value is greater than 50, the screen is close to a white screen. In white light mode, the screen effect is better when it is set to about 20, which is most suitable for observation, so the initial brightness (BrightnessInt) is usually set to 20; the minimum brightness (BrightnessMin) is set to 1; and the maximum brightness (BrightnessMax) is set to 50. In night vision mode and thermal imaging mode, the display effect is closer to the actual device when it is set to about 10, so the initial brightness (BrightnessInt) is usually set to 15; the minimum brightness (BrightnessMin) is set to 1; and the maximum brightness (BrightnessMax) is set to 50.
[0044] OpticsColor uses array data. The array contains four components: componentR, componentG, componentB, and componentA. The value range of each component is a floating point number between 0 and 1, corresponding to the values of the four channels (RGBA) of red (R), green (G), blue (B), and transparent (A). The floating point number can be converted from the RGBA value. The calculation model is as follows:
[0045] componentX=(X) / 255 (2)
[0046] Where X is the value of the red / green / blue / transparent channel. Common scene color parameters are given here, as shown in Table 3 below.
[0047] Table 3 Preset parameters of scene colors
[0048] View Color RGBA values Usage Examples red 255,0,0,1 OpticsColor[]={1.0,0.0,0.0,1.0} green 0,255,0,1 OpticsColor[]={0.0,1.0,0.0,1.0} blue 0,0,255,1 OpticsColor[]={0.0,0.0,1.0,1.0} yellow 255,200,50,1 OpticsColor[]={1.0,0.8,0.2,1.0}
[0049] The contrast parameter (Contrast) uses floating point data, and the parameter value range is 0-30. The larger the value, the stronger the image contrast. The default value of the contrast parameter of the white light mode is defined at about 20, which makes the image rendering effect closer to naked eye observation. The contrast parameter of the night vision mode and infrared mode is defined at 25-30, which makes the effect closer to the display screen of the imager. Different contrasts in the same scene have a great impact on the image rendering effect.
[0050] The auto white balance parameter (autoBC) uses Boolean data. A value of 0 (False) disables it, and a value of 1 (True) enables it. Enabling auto white balance will automatically adjust brightness and contrast when using a sighting device in the engine. Manual adjustments to brightness and contrast will be disabled when this feature is enabled.
[0051] The image blur parameter (BlurCoef) can simulate the observation effect of actual observation equipment in foggy and dusty weather. This parameter uses floating point data and has a value range of 0-1. The closer the value is to 0, the clearer the image is, and the closer the value is to 1, the higher the blur. When making precise white light observation equipment, BlurCoef is usually set to 0 to simulate high-definition imaging effects; when making thermal imaging instruments, this parameter is usually set to 0.6 to make the blur effect of the image closer to the imaging effect of the actual thermal imaging instrument.
[0052] Step 4: Create a graticule model based on the graticule pattern of the sighting and observation equipment, and overlay it on the visual screen.
[0053] The graticule model of the observation device is obtained by imaging circle texture mapping and graticule texture mapping. Figure 2 According to the texture compression mechanism of the simulation engine, the size of the texture is usually set to 1024×1024 pixels or 2048×2048 pixels.
[0054] Draw the imaging circle texture map: First, create a canvas according to the resolution of the screen equipped with the simulation vision computer. If the resolution is 1920×1080, create a canvas with a width of 1920 pixels and a height of 1080 pixels. Then create a reference line at the center of the horizontal and vertical directions of the picture, and draw the imaging circle with the intersection of the two reference lines as the center. Finally, compress the image size to 1024X1024 pixels and save it, such as Figure 3 shown.
[0055] Draw a graticule texture map: Create a 1024X1080 pixel canvas, create a reference line in the horizontal and vertical center of the screen, and draw the graticule pattern with the intersection of the two reference lines as the graticule center point. The line thickness is usually 2 pixels, such as Figure 4 shown.
[0056] After drawing, overlay the two maps on the rendering screen, set the image circle texture map to tile and stretch, and set the graticule map to center. Figure 5 shown.
[0057] Step 5: Create a test model and terrain and perform test calibration.
[0058] Step 5.1: Design test calibration process and standards:
[0059] In order to improve the simulation and grading accuracy of the aiming device rendering in the simulation engine, the model needs to be debugged and tested many times. The test calibration process is as follows: Figure 6As shown. In actual installation, the length and interval of the reticle of the sighting and observation equipment are in mils, so the test and calibration method is based on the mil system used in observation. That is, 1 angular circle is divided into 6000 parts, 1 mil = 360° / 6000 = 0.06°; interval = (mil × distance) / 1000. Based on these two formulas, it can be concluded that: 1 mil of the reticle = 0.06° = the length of 1m interval at a distance of 1000m. In the simulated vision, this is used as the standard for measurement and calibration of the sighting and observation function. For example, if the field of view angle of a certain type of sighting and observation equipment is 10° and the reticle scale is 1 mil, when using the observation mirror to observe a 1-meter cube at a distance of 1000 meters, the reticle scale should be completely aligned with the edge of the cube, and the horizontal observation range at this distance is 175 meters.
[0060] Step 5.2: Make test model and terrain;
[0061] Before testing, you need to create static object models and terrain for test calibration. The model is a standard cube with side lengths of 1 meter, 2 meters, 5 meters, and 10 meters. The model is required to have clear boundaries, no smoothing group, and use high-saturation solid color maps. The terrain size is not less than 1500 meters × 1500 meters, and the measurement start and end points are marked on the map, with a distance of 1000 meters between the two points. Then put the packaged cube model and test terrain into the engine to create a test scene.
[0062] Step 5.3: Perform test calibration.
[0063] Step 5.3.1: Create a test scene and place the equipment model to be tested and the test model;
[0064] Place the vehicle or sighting equipment model to be tested at the starting point of the map measurement of the test scene, and place standard cubes with side lengths of 1 meter, 2 meters, 5 meters, and 10 meters at the measurement end point 1000 meters in front of the vehicle or sighting equipment.
[0065] Multiple 1-meter cubes are evenly placed at intervals of 10 meters on both sides of the measurement end point. The cubes are suspended in the air, 1 meter above the ground.
[0066] Step 5.3.2 Observe and compare the clarity and color rendering effects of the picture;
[0067] Adjust the scene time settings and observe the clarity and color rendering effects of the picture; compare whether the picture rendering effect is close to the real scene. If it is close to the real scene, proceed to the next step; if not, modify the picture effect parameters and enter step 5.3.1 again.
[0068] Step 5.3.3: First observe the number of test models arranged within the field of view, and calculate the field of view based on the number of test models;
[0069] Enter the observation seat and align the scale with the cube at 1000 meters. First observe the number of cubes arranged in the field of view, and calculate the field of view based on the number of cubes. If the field of view is consistent with the actual installation, proceed to the next step. If the field of view is too large, appropriately reduce the size of the imaging circle texture. If the field of view is too small, appropriately enlarge the size of the imaging circle texture.
[0070] Step 5.3.4: Use the graticule to align the test model at 1000 meters and compare whether the graticule length is consistent with the actual installation. Scale the graticule texture according to the comparison result. If the test result shows that the graticule scale is longer than the cube, the size of the graticule texture should be appropriately reduced; if the test result shows that the graticule scale is shorter than the cube, the size of the graticule texture should be appropriately enlarged. After modification, package it again and put it into the engine for testing until the graticule length is consistent with the cube. Figure 7 shown.
[0071] Example
[0072] Take a certain sighting scope as an example. The field of view angle of the device in low-magnification mode is 10°, and the reticle scale is 1 mil. When setting the field of view angle, calculate FOV=tan(10*0.5)=0.09 (rounded to 2 decimal places), and set the parameter to FOV=0.09; screen effect parameters Type=Day; BrightnessInt=20; BrightnessMin=1; BrightnessMax=50; OpticsColor[]={0.0,0.0,0.0,1.0}; Contrast=20; autoBC=1. Make a reticle model based on the reticle pattern of the sighting device, and then package it into the engine for test and adjustment in the test scene. The result is as follows Figure 8 When observing a 1-meter cube 1,000 meters away, the 1-mil scale line is consistent with the length of the cube; two cubes 175 meters apart in the horizontal direction at 1,000 meters are just located at both ends of the screen. The observation range and rendering effect are close to the actual installation. During operation, the user can visually measure the distance to the target through the scale just like operating the actual equipment.
[0073] According to the previous method of rendering scenes, the image is enlarged 12 times based on the 120-degree viewing angle of the human eye, and then a single graticule map is superimposed for rendering. The result is as follows Fig. 9As shown, the rendering is cartoon-style, which is quite different from the real battlefield environment. When observing a 1-meter cube with a side length of 1,000 meters in front, the 1-mil scale line is inconsistent with the length of the cube. During operation, the user cannot visually measure the distance to the target through the scale like operating the actual equipment. Two cubes placed at a distance of 1,000 meters and 175 meters apart cannot be observed at the same time in the picture, indicating that the observation range is much smaller than the actual observation range. During the test calibration, it is also impossible to ensure that the observation range is consistent with the actual installation and that the scale has no error.
[0074] The above is only a specific embodiment of the present invention, but the protection scope of the present invention is not limited thereto. Any changes or substitutions that are not conceived through creative work should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention should be based on the protection scope defined in the claims.
Claims
1. A method for visual simulation of sighting equipment, characterized in that: The specific steps are as follows: Step 1, adjust the simulation engine global rendering settings to suit the display device; Step 2, construct the field of view range parameters to obtain the screen rendering range consistent with the actual installation; Step 3, constructing picture effect parameters and generating a visual picture rendering image; Step 4, making a graticule model according to the graticule pattern of the sighting equipment, and superimposing it on the visual screen; Step 5: Create a test model and terrain and perform test calibration.
2. The sighting equipment vision simulation method according to claim 1, characterized in that: In step 2, when setting the FOV parameters according to the field of view angle, the field of view angle should be converted into a single-precision floating-point number. The calculation model of the field of view range parameter (FOV) is as follows: FOV = tan(α*0.5) Where α is the field of view angle, in degrees, and ranges from 0 to 180.
3. The sighting equipment visual simulation method according to claim 1, characterized in that: In step 3, a picture effect parameter system is constructed including imaging mode parameters, brightness parameters, scene color parameters, contrast parameters, automatic white balance parameters, and picture blur parameters; according to the type of viewing and aiming equipment, each parameter should be defined with a character type, a value range, and a default value, so that the rendering effect of the picture is closer to the imaging effect of the actual viewing and aiming equipment.
4. The sighting equipment vision simulation method according to claim 1, characterized in that: The graticule model of the observation device is realized by an imaging circle texture map and a graticule texture map. The imaging circle texture map is set to tile stretch, and the graticule map is set to be centered.
5. The sighting equipment vision simulation method according to claim 4, characterized in that: The method for drawing the imaging circle texture map is as follows: first, create a canvas according to the resolution of the screen equipped with the simulation vision computer; then create a reference line at the center of the picture in the horizontal and vertical directions respectively, draw the imaging circle with the intersection of the two reference lines as the center, and finally compress the image size and save it.
6. The method for visual simulation of sighting equipment according to claim 4, characterized in that: The method for drawing a graticule texture map is as follows: create a canvas, create a reference line in the horizontal and vertical centers of the picture respectively, and draw the graticule pattern with the intersection of the two reference lines as the graticule center point.
7. The sighting equipment vision simulation method according to claim 1, characterized in that: Step 5.1: Design test calibration process and standards; Step 5.2: Make test model and terrain; Step 5.3: Perform test calibration.
8. The sighting equipment vision simulation method according to claim 7, characterized in that: In step 5.1, the test calibration method is: when calibrating the scale, based on the mil system used in observation, convert the length of the scale into the interval distance: 1 mil of the scale = 0.06° = the length of 1m interval at a distance of 1000m.
9. The sighting equipment vision simulation method according to claim 7, characterized in that: The specific steps of step 5.3 are: Step 5.3.1: Place the vehicle or sighting equipment model to be tested and the target model for auxiliary testing; Step 5.3.2: Observe and compare the clarity and color rendering effects of the picture; Adjust the scene time settings, observe the clarity and color rendering effect of the picture; compare whether the picture rendering effect is close to the real scene. If it is close to the real scene, proceed to the next step 5.3.3; if not, modify the picture effect parameters and enter step 5.3.1 again; Step 5.3.3: Observe the number of target models arranged within the field of view, and calculate the field of view based on the number of target models; if the field of view is consistent with the actual installation, proceed to the next step 5.3.4; if the field of view is too large, appropriately reduce the size of the imaging circle texture; if the field of view is too small, appropriately enlarge the size of the imaging circle texture; Step 5.3.4: Use the reticle to align with the test model at 1000 meters, and compare whether the reticle length is consistent with the actual installation. If the test result shows that the reticle scale is longer than the target model, the size of the reticle texture should be appropriately reduced; if the test result shows that the reticle scale is shorter than the target model, the size of the reticle texture should be appropriately enlarged; then package it again and put it into the engine for testing until the reticle length is consistent with the target model.