Abstract
A confluence of technologies has made the simulation of large-scale pattern of life possible to support real time applications. Ubiquitous cloud computing, new generation application scalability frameworks, advanced crowd simulation and modelling software, geospatial data production tools, and high fidelity/high performance visualization all contribute to the capability not only to simulate city- and country-sized populations but also model it in real time to support visual simulation applications.
Over the past year we have been prototyping a system that allows us to simulate large-scale patterns of life supporting real time, human in the loop operations for concept development, course of action analysis, and training. Specifically, we are building a system that not only simulates patterns of life at a city and country level but allows for visualization and interaction in an immersive, 3D environment from space down to street level. Our novel approach combines a population activity model, a high-fidelity crowd simulation, a scalability framework, and a game engine. The system simulates populations in the millions updated at 10 Hz with dense crowds of up to 100,000 people simultaneously visible in a scene rendered at 60 Hz.
We have built two use case demonstrators to showcase the capabilities of the system. The first is a civil resilience scenario involving a cyberattack on the London power network causing a disruption in the patterns of life. The second is a military course of action with ethnically motivated paramilitary operations and civil unrest in the Baltics.
This paper reports on the technical implementation of the system and the results of the two use case demonstrators. Throughout the report we compare with existing work and discuss lessons learned, concluding with a view to possible future development.
Over the past year we have been prototyping a system that allows us to simulate large-scale patterns of life supporting real time, human in the loop operations for concept development, course of action analysis, and training. Specifically, we are building a system that not only simulates patterns of life at a city and country level but allows for visualization and interaction in an immersive, 3D environment from space down to street level. Our novel approach combines a population activity model, a high-fidelity crowd simulation, a scalability framework, and a game engine. The system simulates populations in the millions updated at 10 Hz with dense crowds of up to 100,000 people simultaneously visible in a scene rendered at 60 Hz.
We have built two use case demonstrators to showcase the capabilities of the system. The first is a civil resilience scenario involving a cyberattack on the London power network causing a disruption in the patterns of life. The second is a military course of action with ethnically motivated paramilitary operations and civil unrest in the Baltics.
This paper reports on the technical implementation of the system and the results of the two use case demonstrators. Throughout the report we compare with existing work and discuss lessons learned, concluding with a view to possible future development.
Original language | English |
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Pages | 1-14 |
Publication status | Published - Dec 2022 |
Event | Interservice/Industry Training, Simulation, and Education Conference - Orlando, United States Duration: 28 Nov 2022 → 2 Dec 2022 https://www.iitsec.org/ |
Conference
Conference | Interservice/Industry Training, Simulation, and Education Conference |
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Abbreviated title | I/ITSEC |
Country/Territory | United States |
City | Orlando |
Period | 28/11/22 → 2/12/22 |
Internet address |