MetaVR News Volume III, Issue 2 November 23, 1999 MetaVR provides high performance PC-based 3D-image generation and virtual world creation technology for simulation and training. MetaVR combines the advanced capabilities of Microsoft's DirectX with commercial 3D accelerators to provide affordable, multi-channel, real-time virtual worlds using Windows-Intel platforms. In This Issue: 7.A -- MetaVR to Upgrade Ft. Knox Ground Vehicle Simulators 7.B -- MetaVR at I/ITSEC 99, Booth 569 7.C -- MetaVR Introduces WorldPerfect Terrain Tool 7.D -- MetaVR Provides UAV Visualization for WARSIM and MUSE 7.E -- MetaVR Provides Multi-Channel System to Czech Republic 7.F -- Industry Veteran Allen Bowersox Joins MetaVR 7.G -- MetaVR Equips NavAir CGF Lab 7.H -- Ft. Benning Uses MetaVR Technology for Urban Simulation 7.I -- Visual Simulation Gets Its Own Internet Portal *************************************************************** 7.A MetaVR to Upgrade Ft. Knox Ground Vehicle Simulators After a six-month competitive fly-off involving all of the major PC-based visual simulation (VisSim or VizSim) hardware and software providers, MetaVR's ChannelSurfer emerged as the preferred image generator (IG) solution to upgrade the US Army Core DIS facility ground vehicle simulators at Ft. Knox, Kentucky. The MetaVR ChannelSurfer multi-channel visual systems are being integrated into Lockheed Martin's CCTT-based M1 and M2 simulation host models. The ChannelSurfers will replace existing legacy SimNet systems and will provide full-scene 4 sub-pixel anti-aliasing visualization. The fly-off and subsequent evaluation process determined that the MetaVR systems were the leading solution in terms of both cost and performance as compared to other PC-based IG's. MetaVR provides a light-weight viewpoint protocol for integration with existing simulation host models that enables users to quickly migrate to higher-performance, open IG solutions. Initial systems were delivered with NVIDIA TnT2 Ultra 3D graphics accelerators; a pre-planned product improvement upgrade to the 3Dfx Voodoo5 6000 AGP is scheduled for Q1. The Voodoo5 6000 features four VSA-100 processors and 128 MB of graphics memory that will provide 4 sub-pixel, full-scene anti- aliasing with a fill rate in excess of 1.3 Gigapixels/second. The 3Dfx Voodoo5 6000 AGP is a commercial consumer level part available to the public for a suggested retail price of $599 (subject to final pricing in March 2000). This four-processor card is the highest-level performance part being produced by 3Dfx for the Voodoo5 series. *************************************************************** 7.B MetaVR at I/ITSEC 99, Part of Desert Rats Exercise MetaVR PC-based multi-channel image generator and terrain creation technology will be on display in our Booth number 569 at this year's Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) in Orlando, Florida. MetaVR will also be participating in the intra-exhibit Operation Desert Rats, a Joint Training Event (JTE) at I/ITSEC. The JTE is designed to showcase several individual simulators and simulations networked in an HLA Federation, to a realistic training audience. One of the primary objectives of this exercise is to "Demonstrate Technology that can Increase Realism in a JTX using Multi-Service Virtual as well as Constructive Simulations to Enhance Training and Mission Rehearsal for the Warfighters". A MetaVR ImmerSim system, the MetaVR core VRSG product with integral support for motion tracking, has been integrated with a Mini Eye-safe Laser Infrared Observation Set (MELIOS) and provides the basis for a Forward Observer/Forward Area Controller (FO/FAC) training system as part of the exercise. An InterSense inertial sensor-based IS-300 tracker is mounted on a MELIOS shell with a miniature CRT in place of the optics. This device is used by Marine FO/FAC units to accurately determine locations of targets for both artillery and close air support missions. The high quality of the VRSG visuals and the tight coupling of the display system with the motion-tracking capability provide an unparalleled training experience for both the FO/FAC personnel and other participants in the training exercise. *************************************************************** 7.C MetaVR Introduces WorldPerfect Terrain Tool At the 1999 I/ITSEC, MetaVR will demonstrate WorldPerfect (VRWP), the new terrain and content generation tool for building virtual worlds. MetaVR's WorldPerfect is a standalone Microsoft Windows application that provides the VizSim community with a rich, yet simple to use desktop utility for generating high resolution terrain databases from photo-realistic imagery, digital elevation data, and cultural feature content. WorldPerfect's graphical user interface allows database designers to efficiently lay down super-resolution content in the form of roads, trees, rivers, buildings, and other static entities. This application was specifically developed to accommodate the raw resources needed to represent large geographic scales at very high (~1m) resolution. This capability is necessary to construct the vast, detailed databases now made viable by the state-of-the-art 3D IGs. By design, VRWP outputs databases in multiple formats (MetaVR MDX, ModSAF CTDB, MultiGen OpenFlight) from the same source data in order to provide precise correlation of the terrain and feature content. Likewise VRWP can draw from a broad range of source data such as DTED, DEM, and ERDAS digital elevation data, satellite or aerial images for geographically specific texturing, and vector features, e.g. VMAP data. Within the WorldPerfect workspace, designers use transparent, high-level functionality to control the full range of terrain creation processes from large images to the finest details. Users have a range of detailed, terrain building features, such as cut-and-fill road insertion, level-of-detail specification, and automated culling of unnecessary (flat) terrain geometry. Extensible palettes for adding custom features and imported models allow the database designer the flexibility to construct a database while simultaneously ramping up construction throughput by leveraging existing resources quickly. WorldPerfect will replace the Quick Immersion terrain skin wizard in MetaVR's 3D VizSim product line; thus WorldPerfect will serve as the primary utility for building production databases for MetaVR's IG, the Virtual Reality Scene Generator (VRSG). Direct hooks from WorldPerfect to other desktop applications from third-party vendors such as NIMA's MUSE Raster Importer and Adobe PhotoShop will also be available. *************************************************************** 7.D MetaVR Provides UAV Visualization for WARSIM and MUSE MetaVR has been chosen as the real-time 3D visual system provider for the WARSIM program Intelligence Module and as an upgrade option from legacy SGI image generators for the Multiple Unified Simulation Environment (MUSE) system. The WARSIM program will use the MetaVR Virtual Reality Scene Generator (VRSG) to provide virtual camera feeds for their simulated, unmanned aerial vehicles (UAV). MetaVR visual systems were used at the recent Firestrike exercise at Ft. Hood, Texas, by providing virtual camera feeds for the MUSE simulated UAV system. VRSG uses texture- and terrain-paging algorithms to maintain 60-Hz frame rates while visualizing terrain consisting of 5-meter resolution imagery with 100-meter elevation posts at the highest level of detail. *************************************************************** 7.E MetaVR Provides Multi-Channel System to Czech Republic The Czech Republic has adopted the MetaVR PC-based multi-channel ChannelSurfer real-time 3D visual system for its National Simulation Center at the Military Academy in Brno. The MetaVR ruggedized rack-mount PC multi-channel system consists of three hardware synchronized out-the-window visual channels that use the MetaVR ChannelSync technology. Additional computer-generated forces (CGF) simulation capability is provided by a rack-mount MetaVR Monster Virtual World Machine running the export version of ModSAF. The integrated rack-mount system supports after- action review, visual channels for vehicle simulators, and artificially intelligent armies for war gaming. The Czech Military Academy is also obtaining the MetaVR Laptop VRSG to support field-based training exercises. The installation of the MetaVR technology at the Czech Military Academy is sponsored by the US Army Simulation, Training and Instrumentation Command (STRICOM). *************************************************************** 7.F Industry Veteran Allen Bowersox Joins MetaVR Allen Bowersox, formerly of Real3D, has joined MetaVR to head the company's sales team. MetaVR News recently conducted an interview to provide readers insight into Allen's choice of MetaVR: MetaVR News: How long have you been in the industry and what is your background? Allen: I have been directly involved in the graphics industry since the mid-80's, beginning with the oil industry's use of graphics for exploration, and then with the major CAD/CAM vendor, Computervision. The past several years have been spent at Real3D representing both the Professional Real-Time Systems Group as well as their board-level products. MetaVR News: Don't you think it is risky to work for a small company that's relatively new? Allen: I believe that the market will always gravitate to the best technology, regardless of the supplier. In a few short years we have seen many companies go out of business that appeared well funded, properly positioned, and innovative. The real problem came from their proprietary solutions. While offering the feature-sets that were needed at the time, their technology became obsolete quickly and re-engineering was extremely difficult, and in some cases, fiscally impossible. MetaVR's solutions are 100% hardware independent as they support Microsoft DirectX - the most widely supported graphics API in the PC graphics industry. As well, the company has been profitable every quarter since its founding in early 1997. MetaVR News: How does the MetaVR Image Generator solution stack up against the competition? Allen: MetaVR offers a very simple solution that uses industry- standard non-proprietary hardware. No non-standard graphics drivers are required, and customers can run their MetaVR applications directly on any device from a laptop through the very latest board sets. It's pretty simple: +Low cost +Multi-channel +Industry standard COTS hardware +Multi-platform support +DirectX graphics API +Proven high-performance (i.e., the Ft. Knox win) +Industry-standard database tool support +Easy to implement and use +Most open upgrade path in the industry +Multi-year warranty +All market-driven features are supported MetaVR News: What is your philosophy when you approach a customer? Allen: There is no room for arrogance when selling into this industry. Our customers are typically up against a wall when it comes time to select their visual systems and unfulfilled promises of new features and unattainable performance numbers cannot be tolerated. I believe that the very best way to select a vendor and a product is based on how they perform, period. If they promise a feature, they must deliver. MetaVR has that reputation. MetaVR is honored to have Allen as part of our team. *************************************************************** 7.G -- MetaVR Equips NavAir CGF Lab The Office Of Naval Research, Naval Air Warfare Center Training Systems Division in Orlando, Florida, has acquired a full suite of MetaVR Monster Virtual World Machines and MetaVR ModSAF Systems. The MetaVR turn-key visualization and simulation PC systems will be used in the Computer Generated Forces (CGF) Behavioral Modeling program lab to evaluate behavioral models of semi-automated forces (SAF) for both ModSAF and JointSAF. The MetaVR Virtual Reality Scene Generator (VRSG) software used to visualize the CGF entities on a virtual battlefield supports both HLA (through the DMSO RTI) and DIS networking. A number of key features led to the Naval Air Warfare Center purchase: DIS and HLA interoperabiltiy, pre-installed DMSO RTI through a joint bundling arrangement with DMSO and MetaVR, pre- installed ModSAF and JointSAF CGF software from customer supplied media, demonstrated terrain correlation between visual and SAF systems, and pre-installed visualization terrain databases through an agreement with the U.S. Army Topographic Engineering Center (USATEC). *************************************************************** 7.H Ft. Benning Uses MetaVR Technology for Urban Simulation The simulation center located at the Mckenna, Ft. Benning Georgia training facility recently used the MetaVR VRSG as the basis for its virtual minefield experiments. Infantry soldiers were outfitted with GPS transmitters to record their location within the real physical training facility. The real-world soldier position information was overlaid with a virtual minefield simulation to help train the individual combatants to deal with this type of situation. The entire training scenario can be recorded and played back as a real-time simulation for students and instructor evaluation using the MetaVR Playback Machine. A key discriminator for using the MetaVR system was its ability to simulate the dense terrain in the regions outside the immediate McKenna built up urban area. *************************************************************** 7.I VizSim Gets Its Own Internet Portal The visual simulation (VisSim) community now has its own Internet portal, Vis-Sim.Org. It's an excellent general source of information for the simulation community. Watch for MetaVR news, which posts on Vis-Sim.Org frequently. *************************************************************** Previous issues of MetaVR News can be found at . 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