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Fw: [PSUBS-MAILIST] 3D Submersible Simulator



Vern,
 
have a look at my gallery with 3d boats and the shikval supercavitating 300 knt torpedo thread at boatdesign
how do you figger refraction in a game engine? in the past i've seen several submersible simulators
and played some thrilling sub games sinking surface ships, evading mines, damage control etc
 
good luck and keep me informed
joop -yipster- dresscher
http://members.chello.nl/jadressh/
 
 
----- Original Message -----
To: Sent: Friday, June 30, 2006 6:21 PM
Subject: Re: [PSUBS-MAILIST] 3D Submersible Simulator

Vern, have you looked at the Alvin Simulator?  http://www.whoi.edu/marops/vehicles/alvin/alvinsim/

I haven't spent much time with it because it seems to be a fairly detailed systems sim used as for Alvin pilot training.  I don't want to say it's boring...  but it lacks the 3d animations and sound feedback that you're describing.  :-)  


Paul

On 6/29/06, Vern Shurtz <Vern@vernshurtz.com> wrote:

Hi Rick,

 

My main goal with the simulator is to simulate the deep sea exploration and work environment. There are many submersibles with large viewing capability like the Johnson Sea-Link and the newly developed Deep Worker. Anyway, I will probably have numerous submersibles in the final product and possibly a few ambient subs. I am at the very beginning of the process so it will be some time before a working version of the product will be available. I plan to keep those interested in the Sim updated as to its progress. As for Cockpit Sims I have modeled quite a few cockpits and crew control stations in aircraft. On my website there are images of a Cessna Caravan Cockpit that I modeled a few years back that was used in a training program for Federal Express. They use the Caravan for middle of nowhere deliveries like Gnome, Alaska www.tnvstudio.com

 

Thank you for your interest and enthusiasm… J

 

Vern

 


From: owner- personal_submersibles@psubs.org [mailto:owner- personal_submersibles@psubs.org] On Behalf Of Rick and Marcia
Sent: Thursday, June 29, 2006 4:50 PM

Subject: Re: [PSUBS-MAILIST] 3D Submersible Simulator

 

That sound you hear is me slurping up my drool.  I can hardly wait to see the end result!

 

BTW, IMHO, and I'm very biased here, is that an ambient sub with lots of window or canopy area will provide much more drama and action compared to a restricted viewport.  Mind you, it depends on your own priorities.  Kind of hard to capture an audience with a six inch hole.

 

Rick L

----- Original Message -----

From: Vern Shurtz

Sent: Tuesday, June 27, 2006 12:35 PM

Subject: RE: [PSUBS-MAILIST] 3D Submersible Simulator

 

Hi Alec,

 

Realtime 3D Engines today have many new visual capabilities such as the "refraction" of light through water and transparent objects like acrylic view ports. J The Interactive 3D Application Development package I am looking at using is currently in development and is called Visual 3D Architect.NET, www.visual3d.net, which is based on the latest .NET and C# programming languages and the Suva 3D Rendering Engine which utilizes the latest DirectX rendering functions found in state of the art graphics cards. All modeling, texturing and environment production will be done using 3D Studio Max.

 

Anyway, I'm rambling on with specifics, suffice it to say that I am using the latest technology available for the Sim for the best possible visual and interactive experience.

 

Vern

 


From: owner- personal_submersibles@psubs.org [mailto:owner- personal_submersibles@psubs.org] On Behalf Of Smyth, Alec
Sent: Tuesday, June 27, 2006 1:52 PM
To: personal_submersibles@psubs.org
Subject: RE: [PSUBS-MAILIST] 3D Submersible Simulator

 

Oh neat, really interesting. I would think one of the most challenging things for a simulator would be the pilot's UW viewing experience, taking into account things like the optical distortions caused by viewport geometries and the location of the sub's lights. I find my K-250 to have great visibility upwards, but it is very limited in terms of seeing anything on the bottom, and that happens to be where one would mostly want to look at things.

 

Once you have the visibility figured out, it would be terrific to use parameters for water visibility and sub speed.

 

thanks,

 

Alec

-----Original Message-----
From: owner-personal_submersibles@psubs.org [mailto:owner- personal_submersibles@psubs.org] On Behalf Of Jon Wallace
Sent: Tuesday, June 27, 2006 1:45 PM
To: personal_submersibles@psubs.org
Subject: RE: [PSUBS-MAILIST] 3D Submersible Simulator

Hello Vern, and welcome.

 

Who is your target audience for the simulator?  I think modeling the K-250 or K-350 would be interesting for a lot of people who frequent this list.

 

Jon

 

-----Original Message-----
From: owner-personal_submersibles@psubs.org [mailto:owner- personal_submersibles@psubs.org]On Behalf Of Vern Shurtz
Sent: Tuesday, June 27, 2006 10:55 AM
To: personal_submersibles@psubs.org
Subject: [PSUBS-MAILIST] 3D Submersible Simulator

Good morning fellow enthusiasts,

 

After scouring the web for resource material on submersibles, especially design and construction, I run across the proverbial pot of gold at the end of the rainbow with PSubs.org. J PSubs.org and its crew of enthusiastic sub designers and builders have got my technical juices flowing. My original intent in my search was to explore the feasibility of creating a Realtime 3D Submersible Simulator that was as technically accurate as possible. This is still my primary objective but now I am contemplating designing and building my own submersible. My wife doesn't know about the later, yet….. HeHe…

 

Here is a brief rundown of my knowledge and experience.

 

My name is Vern Shurtz. I am a Professional 3D Computer Artist and president of a Digital production Studio specializing in Technical, Architectural, and Landscape Visualizations and interactive presentations with an extensive client list that includes Lockheed-Martin, Sony, Disney, US Navy and Air Force to name a few. I have worked in the 3D Industry since the early 90's when it was in its infancy.

 

Prior to my career in 3D taking off in 1995 I was a Nuclear Mechanical Operator in the US Navy serving aboard 2 Nuclear Submarines, the USS Sunfish (SSN-649) and the USS Phoenix (SSN-702), for a total of 6 years of underwater adventure. I also served aboard the USS Hunley (AS-31), a submarine tender, performing Radiological Controls duties for 2 years and was a Submarine Damage Control Wet Trainer and Engineering Systems Instructor and Curriculum Developer for my last 3 years in the service.

 

I am still in the planning stages for both projects and would like to get involved with the PSubs organization. I couldn't think of a more qualified group of subject matter experts and beta testers for a submersible simulator.

 

My first question is what the PSub community would like to see in a Realtime 3D Submersible Simulator? I am planning on Submersible Design and Construction being part of the Simulator.

 

Any thoughts or comments would be appreciated.

 

Vern

 

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