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951
Figure 18. Frontal view of the main full mission simulator
from the TPN-USP Manoeuvring Simulation Center. Source:
Authors
The setup illustrated in Fig. 18 may be used to
assist the training of operators in their spatial-
localization skills. The identification of
correspondences between visual obstacles at the
environment and radar measurements at the display
is an important task that may be easily reproduced
with the proposed radar implementation.
Moreover, as mentioned earlier, the use of
simulators within the MET industry is formally
regulated by the International Convention on
Standards of Training, Certification and
Watchkeeping for seafarers (STCW). Specifically, in
the section A-I/12 of the code, it states that radar
simulation equipment should incorporate facilities to
[7]:
"operate in both sea and ground stabilized relative motion
and true motion modes; model weather, tidal streams,
current, shadow sectors, spurious echoes and other
propagation effects, and generate coastlines, navigational
buoys and search and rescue transponders; create a real-
time operating environment incorporating at least two own
ship stations with ability to change own ship's course and
speed, and include parameters for at least 20 target ships
and appropriate communication facilities"
A full description on the fulfilment of STCW
requirements for radar simulation equipment is not
within the scope of the present paper. Still, it is
interesting to note that the described radar
implementation provides a relative motion mode of
operation in real-time. Shadow sectors are implicitly
incorporated into the radar with the culling operation
from the Unity3D default render pipeline. Regarding
weather effects, the proposed rain artefacts enable the
simulation of simple rain scenarios with low-fidelity.
The simulation of a simple set of low-fidelity spurious
echoes effects are also described.
6 CONCLUSION
We described an implementation for a low-fidelity
Radar with software components from the Unity3D
game engine. The use of this game engine facilitates
the integration of radar measurements with the
training simulation and facilitates the correct
association between the virtual environment and the
radar measurements. The implementation is built
from normal and depth information of the
navigational scene, which is rendered as a realistic
virtual environment, and may be replicated in any
ship manoeuvring simulator that is based on this
game engine. Furthermore, additional effects
described in the current work enables the simulation
of non-typical scenarios in accordance with most of
the STCW requirements.
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