Riving Simulation: Challenges For Technology: Rosenblum@ait - Nrl.navy - Mil
Riving Simulation: Challenges For Technology: Rosenblum@ait - Nrl.navy - Mil
Rosenblum
[email protected]
-
Vehicle behavior model
Follow Vehicle
Cruise
lStopvehicle1
Pass -
3 HCSM
LJ
modeling basic
Inactive
driving
behavior. I Decelerate I Turn
Active turn
4 Multiple I I
I
/
director HCSMs
can be used to
orchestrate
situations such Trigger
as a vehicle
driving through
a red light in
front of the
I
simulator driver. ubject vehicle
u
Clear lane director
Patented
conscript light
iachine is executed, it outputs avalue (or set ofvalues) a way to modify, filter, or otherwise change values
etermined by the activity function associated with the passed up from lower level behaviors. HCSM provides a
iachine. Specifically,an activity function computes an uniform framework for modeling the behavior of indi-
ICSM’s output as a function of the values of local vari- vidual entities and for modeling scenarios that involve
bles, input parameters, messages received by buttons coordination of multiple entities. We call HCSM state
nd dials, and values output by child HCSMs. The val- machines used for the latter purpose directors.
ies output by top-level HCSM machines are used as con- Figure 3 shows a portion of one of our basic driving
rol inputs for entities modeled in the simulation behavior HCSMs. Figure 4 illustrates how three concur-
nvironment. rent directors can be used to direct ambient traffic to cre-
Activity functions provide a means for arbitrating ate a situation where a vehicle unexpectedly drives
letween or resolvingthe possibly conflicting values out- through a red light into the path of the oncoming simu-
hut by concurrent child state machines competing to lator driver’svehicle. Situationssuch as this one highlight
ontrol the same resources. Activity functions are also the difficulties of providingboth replicable circumstances
iseful in sequential state machines, since they provide (required to compare subject performance) and an envi-
18 eptember 1996
ronment that feels natural, reactive, and uncontrived.
Because of the intrinsic variability and unpre-
dictabilityof subject driving behavior, we cannot create
realistic scenarios by preselecting the vehicles that will
play roles and scripting their actions. Instead, the par-
ticipatingvehicles are selected and directed on line. As
the subject approaches the intersection, a director is
used to conscript an appropriate scenario vehicle to run
the light. Other directors control nearby traffic and the
behavior of the traffic light. In this case, all of the direc-
tors are activated by a trigger in the road that senses the
approach of the subject vehicle. The scenario requires
coordination of the ambient traffic to create consistent
circumstances for the event.
Scene authoring
Driving simulation requires scene databases of large
geographic regions with properly constructed roads, 5 Intersection
smooth terrain, natural foliage, and appropriate cultural scene as
features. Because of the close surroundings, databases ated from the logical database. rendered on the
for driving simulation must be modeled at a much high- The design of road networks consistent with civil image
er resolution than flight terrain databases. To enable engineering standards, including banked curves with generator for
simulation of the physical interactions between the transition zones, is a difficult and time-consuming display to
ground andvehicle, it is particularlyimportant that dri- process that requires substantial expertise. It takes sig- simulator
vable surfaces be modeled with high fidelity. nificant effort (often months ofwork) by scene database drivers.
In IDS, the virtual environment is represented with specialists to go from an initial plan for a scene to an
three separate but correlated database components: operational model of a moderately complex scene with
visual, logical, and terrain. The visual component is tai- a variety of road types and intersections. It is impracti-
lored for image generation. It represents a scene in mul- cal to train experimenters to use complex modeling sys-
tiple levels of detail using texture-mapped polygons. The tems, and it is unreasonable to ask them to pay costly
logical component is used for scenariocontrol.It includes development fees for customized scenes, then wait
high-levelrepresentationsof the road network, vehicles, months for their completion.The compromiseapproach
buildings, signs, trees, and so forth. Roads are repre- usually taken is to adapt existing scenes as best as pos-
sented using oriented space curves along with associat- sible to meet experimental requirements.
ed lane and intersection topology. Roads are annotated We are investigating ways to support rapid con-
with attributes for speed limits, passing zones, and other struction, modification, refinement, and debugging of
information. The terrain database is used for vehicle scene databases. Part of our effort focuses on the devel-
dynamics computations. It contains a high-resolution opment of software and techniques to assist database
piecewise-uniformgrid of terrain elevations.The geom- modelers, such as methods for automatic terrain gen-
etry of drivable surfaces must be knownwith high accu- eration and modeling toolkits adapted for the special
racy to minimize errors in the vehicle dynamics needs of driving environments. For example, software
computations. The terrain database also includes infor- developed at CCAD formed the basis of the road tools
mation about surface type, roughness, friction, and soil currently provided in the popular MultiGen VE model-
properties. The terrain model supports overlapping ter- ing software.
rain, enabling bridges to be modeled. Figures 5 and 6 A second thrust of our work is to develop scene
present differentviews of an example intersection scene. authoring software aimed at nonspecialists.A prototype
The first figure was rendered by the image generator scene editor (see Figure 7, next page) allows an experi-
using the visual database, while the second was gener- menter to define the VE by laying out prefabricated
20 September 1996