when the product is the champion.
Generation / Semi-Automatic Quality Control:
The S&P Toolbox enables us to generate
the database automatically from refined source data. It is thus possible
to provide high-quality landscapes of arbitrary size, and release manpower
for refinement of source data and for quality control.
S&P’s own software development enables
us to perfect the optical impression of the created features. Algorithms
for a polygon-optimized (creating the optimal number of polygons) representation,
together with outstanding textures, create as far as possible a good
impression of reality, allowing multifunctional use of the databases
ranging from the combat training simulator to the driving simulator.
All features of the landscape are built from polygons,
thus allowing a realistic close-up view of the ground. The most important
features are the street network, houses, power lines, agricultural crop
land, vegetation, bodies of water and, very important for training of
tactics, detailed terrain models.
Well considered Level of Detail (LOD) management shifts the CPU power
of the graphics engine to the foreground, where it is most needed. This
allows us to display the maximum detail in combination with a high frame
While generating the database we are able to introduce correlated data
for Computer Generated Forces (CGF). Maps both in raster format and
vector format show a scaled details overview of the generated databases.
create 3D models of vehicles, aircrafts, weapon systems and buildings.
from the high optical claim of quality we focus technically on the optimized
and minimized utilization of system resource, making it possible to
display large numbers of models in the scenario without introducing
frame rate problems.
of our models are planned to the smallest detail. Our models are as
different as the requirements of our customers. We respond to the rapid
technical advances of graphic cards by always updating our models to
the latest standards.
quality of S&P models has a name:
Software / Simulation Control:
We are using defined interfaces for embedding
the visual system into the simulation environment. Our controller takes
control over asynchrony procedures for a smooth display of motion.
We make full use of the capacity of modern CPUs
by multithreaded processing of the scene graph.
We provide realistic weather and weapon effects.
For multi-channel systems we synchronize the channels by first establishing
a master, which then controls the buffer swap of the remaining channels.
While displaying from large terrain databases
we load into main memory only the part local to the position of the
user. If the user changes position then new parts are paged in and the
old parts are removed from memory again.
Visual System Integration - Hardware:
As a custom service we offer the system integration
of our render software and terrain databases with selected hardware,
providing a turnkey visual system for our customers.
/ Projection Screens:
Depending on the available budget we select the
most suitable projectors for our customers. We plan the ray-path taking
into account the room size and thus define the position of the projectors
and projection screens.
constantly test the latest top-end graphics cards, as well as the most
modern CPUs and motherboards. This enables us to optimize the overall
performance of the visual system by careful co-ordination of the necessary