Hi Joop,
Nice Gallery. Very cool designs. Refraction
has been fully implemented in DirectX 9 and the new Graphics cards that support
it. I will post updates to PSubs as I get things progressing.
Vern
From: owner-personal_submersibles@psubs.org [mailto:owner-personal_submersibles@psubs.org] On Behalf Of Joop Dresscher
Sent: Friday, June 30, 2006 1:56
PM
To: personal_submersibles@psubs.org
Subject: Fw: [PSUBS-MAILIST] 3D
Submersible Simulator
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
----- 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
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.
-----
Original Message -----
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
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.
-----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
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.
-----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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