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Post by W. Garth Smit » Tue, 13 May 1997 04:00:00



MetaVR News          Volume I, Issue 1 May 1, 1997

MetaVR can help you uncover the meaning of your virtual worlds.

In This Issue:

1.A -- MetaVR in Real Time Graphics newsletter
1.B -- MetaVR at AAAA
1.C -- MetaVR announces MetaVRSG Game SDK at CGDC
1.D -- Download demo with Monterey database
1.E -- VRSG real-time with 10 meter data
1.F -- VRSG at Air Force Fifty
1.G -- VRSG Visualization of Dismounted Infantry

***********************
1.A -- MetaVR in Real Time Graphics newsletter

Real Time Graphics is the premier newsletter of virtual
environment technologies & markets. MetaVR and its
technology were described in a full-page story in the
recent issue of Real Time Graphics. See the article in
the April/May edition of the newsletter and our
adverti*t in the *Sheet supplement. Real
Time Graphics is published by Computer Graphics
Systems Development Corporation (CGSD)
<http://www.veryComputer.com/>.  A Web reprint of the
article, courtesy CGSD, can be seen at
<http://www.veryComputer.com/;.

***********************
1.B -- MetaVR at AAAA

Some exciting technology was demonstrated at the AAAA
STRICOM booth with MetaVR as the system provider
and TASC, San Antonio <http://www.veryComputer.com/> as the
system integrator. The VRSG was used to drive a
picture-in-picture display on a large screen TV of the
out-the-window view of an RAH-66 Comanche
simulator inset within a virtual world view of the
Fulda Gap region of Germany.

The Interactive Tactical Environment Management System
(ITEMS tm) was used to simulate a recently declassified
CIS 2S6 that was then visualized in the VRSG. The
2S6 entity model was a joint effort between Infografica
<http://www.veryComputer.com/> and MetaVR. The VRSG
is believed to be the only PC-based system capable of
importing and visualizing an ITEMS terrain database format
<http://www.veryComputer.com/;.

See MetaVR on-line in the STRICOM booth at the Army
Aviation Convention <http://www.veryComputer.com/;,
Apr. 23-26, 1997. AAAA Annual Convention, Kentucky
Fair and Exposition Center, Louisville, KY, USA.

***********************
1.C -- MetaVR Announces MetaVRSG Game SDK at CDGC

MetaVR was represented at the Computer Game Developers
Conference this year by having the MetaVRSG Game SDK
demonstrated in the Quantum3D booth #902. For those
who haven't heard yet, Quantum3D is the latest spin-off
from 3Dfx Interactive. Ross Smith will be focusing
Quantum3D on the Visual Simulation, PC-based
Coin-op/LBE, and DCC Markets
<http://www.veryComputer.com/;.

The MetaVRSG SDK is an arbitrary viewpoint
management tool for sustained real-time multi-player
virtual worlds. MetaVRSG has no inefficient abstraction
layers, just pure access to C++ source-code optimized for
multi-player interactions on a PC. You can read about
the MetaVRSG Game SDK at
<http://www.veryComputer.com/;

<http://www.veryComputer.com/; April 27-29, 1997, Computer Game
Developers Conference, Santa Clara Convention Center,
Santa Clara, CA, USA

***********************
1.D -- Download Cool Technology Demonstration

Download and try out our technology demonstration. Remember,
it's not a demo optimized to hide its own weaknesses, rather
it is a scenario in a virtual world that will perform with the
same fidelity as any other scenario you might choose. MetaVR
has updated the application to highlight our new Multigen
OpenFlight terrain database import feature. Look for our
release 1.2 of Quick Immersion
<http://www.veryComputer.com/;
to offer this feature. QI 1.2 will also support import of
Kinetix 3D Studio format models and databases.

A preview of the results of the 3D Studio entity model
import feature can be seen on line at
<http://www.veryComputer.com/;.

***********************
1.E -- VRSG real-time with 10 meter data

MetaVR is achieving performance, price-point, and capability
breakthroughs on the Topographic Engineering Centers
<http://www.veryComputer.com/> Rapid Terrain Visualization (RTV)
program. MetaVR recently demonstrated real-time performance
on 10 meter post data. A sustained 15 Hertz frame rate was
achieved with a 1500 meter clipping plane on a PentiumII 266
megahertz CPU PC.  Real-time rendering of 1 meter data is
anticipated in the early part of 1998 with the VRSG system
under the RTV program. You can see some preliminary results
at <http://www.veryComputer.com/;.

***********************
1.F -- VRSG at Air Force Fifty

The VRSG was the only PC-based 3D DIS visualization application
In the United States Air Force Armstrong Laboratory, Booth 181.
MetaVR demonstrated an Alaskan terrain database provided by
Hughes Training on VRSG 1.2 via the new Multigen OpenFlight
ingest option in Quick Immersion.

<http://www.veryComputer.com/ > April 22-26, 1997, Air Force
Association's Air Force Fifty, Las Vegas Convention Center,
Las Vegas, Nevada U.S.A

***********************
1.G -- VRSG Visualization of Dismounted Infantry

The STI Integrated Unit Simulation System (IUSS) and MetaVR
VRSG are capable of real-time visualization and simulation of human
entities on a single platform <http://www.veryComputer.com/;.

USS is a high-fidelity DIS compliant simulation of individual
combatants. The simulation community uses the IUSS PC-based
dismounted infantry tool to perform what-if scenarios such as
experimenting with equipping soldiers with increased body armor.
Both IUSS and VRSG use the ModSAF Compact Terrain Database
(CTDB) format as a reference yielding absolute terrain correlation
between the two applications. Negative training would result
if simulation applications used ground-clamping to compensate
for the disparities resulting from unsynchronized virtual world
terrain characterizations.

IUSS can be run on the same PC-platform (or over a network)
that is used for visualization in real-time for the first time
in the simulation industry. Both VRSG and IUSS use the
"REUSE PORT" option from WinSock (just like the UNIX
reuse port on SGI's and SUN's) so you are not required to
purchase a packet daemon to run both applications on the
same platform.

STI <http://www.veryComputer.com/; produces IUSS for the Natick
Research, Development and Engineering Center. Point of contact

                         ***********************

This electronic newsletter may be redistributed without
restriction in any format as long as the contents are
unaltered. Copyright 1997, MetaVR, Inc.

Please let us know if you do not want to be on future

--------------B9F82ADB440CE438056B1B37--

 
 
 

(no subject)

Post by W. Garth Smit » Wed, 21 May 1997 04:00:00


W. Garth Smith

MetaVR, Inc.
37 Elm Street
Brookline, MA 02146-6813

URL:    http://www.veryComputer.com/

phone:  617-739-2667 (static)
phone:  617-967-0155 (mobile)
--------------B9F82ADB440CE438056B1B37
Content-Type: text/plain; charset=us-ascii; name="metavr_news_5_1_97.txt"
Content-Transfer-Encoding: 7bit
Content-Disposition: inline; filename="metavr_news_5_1_97.txt"

MetaVR News          Volume I, Issue 1 May 1, 1997

MetaVR can help you uncover the meaning of your virtual worlds.

In This Issue:

1.A -- MetaVR in Real Time Graphics newsletter
1.B -- MetaVR at AAAA
1.C -- MetaVR announces MetaVRSG Game SDK at CGDC
1.D -- Download demo with Monterey database
1.E -- VRSG real-time with 10 meter data
1.F -- VRSG at Air Force Fifty
1.G -- VRSG Visualization of Dismounted Infantry

***********************
1.A -- MetaVR in Real Time Graphics newsletter

Real Time Graphics is the premier newsletter of virtual
environment technologies & markets. MetaVR and its
technology were described in a full-page story in the
recent issue of Real Time Graphics. See the article in
the April/May edition of the newsletter and our
adverti*t in the *Sheet supplement. Real
Time Graphics is published by Computer Graphics
Systems Development Corporation (CGSD)
<http://www.veryComputer.com/>.  A Web reprint of the
article, courtesy CGSD, can be seen at
<http://www.veryComputer.com/;.

***********************
1.B -- MetaVR at AAAA

Some exciting technology was demonstrated at the AAAA
STRICOM booth with MetaVR as the system provider
and TASC, San Antonio <http://www.veryComputer.com/> as the
system integrator. The VRSG was used to drive a
picture-in-picture display on a large screen TV of the
out-the-window view of an RAH-66 Comanche
simulator inset within a virtual world view of the
Fulda Gap region of Germany.

The Interactive Tactical Environment Management System
(ITEMS tm) was used to simulate a recently declassified
CIS 2S6 that was then visualized in the VRSG. The
2S6 entity model was a joint effort between Infografica
<http://www.veryComputer.com/> and MetaVR. The VRSG
is believed to be the only PC-based system capable of
importing and visualizing an ITEMS terrain database format
<http://www.veryComputer.com/;.

See MetaVR on-line in the STRICOM booth at the Army
Aviation Convention <http://www.veryComputer.com/;,
Apr. 23-26, 1997. AAAA Annual Convention, Kentucky
Fair and Exposition Center, Louisville, KY, USA.

***********************
1.C -- MetaVR Announces MetaVRSG Game SDK at CDGC

MetaVR was represented at the Computer Game Developers
Conference this year by having the MetaVRSG Game SDK
demonstrated in the Quantum3D booth #902. For those
who haven't heard yet, Quantum3D is the latest spin-off
from 3Dfx Interactive. Ross Smith will be focusing
Quantum3D on the Visual Simulation, PC-based
Coin-op/LBE, and DCC Markets
<http://www.veryComputer.com/;.

The MetaVRSG SDK is an arbitrary viewpoint
management tool for sustained real-time multi-player
virtual worlds. MetaVRSG has no inefficient abstraction
layers, just pure access to C++ source-code optimized for
multi-player interactions on a PC. You can read about
the MetaVRSG Game SDK at
<http://www.veryComputer.com/;

<http://www.veryComputer.com/; April 27-29, 1997, Computer Game
Developers Conference, Santa Clara Convention Center,
Santa Clara, CA, USA

***********************
1.D -- Download Cool Technology Demonstration

Download and try out our technology demonstration. Remember,
it's not a demo optimized to hide its own weaknesses, rather
it is a scenario in a virtual world that will perform with the
same fidelity as any other scenario you might choose. MetaVR
has updated the application to highlight our new Multigen
OpenFlight terrain database import feature. Look for our
release 1.2 of Quick Immersion
<http://www.veryComputer.com/;
to offer this feature. QI 1.2 will also support import of
Kinetix 3D Studio format models and databases.

A preview of the results of the 3D Studio entity model
import feature can be seen on line at
<http://www.veryComputer.com/;.

***********************
1.E -- VRSG real-time with 10 meter data

MetaVR is achieving performance, price-point, and capability
breakthroughs on the Topographic Engineering Centers
<http://www.veryComputer.com/> Rapid Terrain Visualization (RTV)
program. MetaVR recently demonstrated real-time performance
on 10 meter post data. A sustained 15 Hertz frame rate was
achieved with a 1500 meter clipping plane on a PentiumII 266
megahertz CPU PC.  Real-time rendering of 1 meter data is
anticipated in the early part of 1998 with the VRSG system
under the RTV program. You can see some preliminary results
at <http://www.veryComputer.com/;.

***********************
1.F -- VRSG at Air Force Fifty

The VRSG was the only PC-based 3D DIS visualization application
In the United States Air Force Armstrong Laboratory, Booth 181.
MetaVR demonstrated an Alaskan terrain database provided by
Hughes Training on VRSG 1.2 via the new Multigen OpenFlight
ingest option in Quick Immersion.

<http://www.veryComputer.com/ > April 22-26, 1997, Air Force
Association's Air Force Fifty, Las Vegas Convention Center,
Las Vegas, Nevada U.S.A

***********************
1.G -- VRSG Visualization of Dismounted Infantry

The STI Integrated Unit Simulation System (IUSS) and MetaVR
VRSG are capable of real-time visualization and simulation of human
entities on a single platform <http://www.veryComputer.com/;.

USS is a high-fidelity DIS compliant simulation of individual
combatants. The simulation community uses the IUSS PC-based
dismounted infantry tool to perform what-if scenarios such as
experimenting with equipping soldiers with increased body armor.
Both IUSS and VRSG use the ModSAF Compact Terrain Database
(CTDB) format as a reference yielding absolute terrain correlation
between the two applications. Negative training would result
if simulation applications used ground-clamping to compensate
for the disparities resulting from unsynchronized virtual world
terrain characterizations.

IUSS can be run on the same PC-platform (or over a network)
that is used for visualization in real-time for the first time
in the simulation industry. Both VRSG and IUSS use the
"REUSE PORT" option from WinSock (just like the UNIX
reuse port on SGI's and SUN's) so you are not required to
purchase a packet daemon to run both applications on the
same platform.

STI <http://www.veryComputer.com/; produces IUSS for the Natick
Research, Development and Engineering Center. Point of contact

                         ***********************

This electronic newsletter may be redistributed without
restriction in any format as long as the contents are
unaltered. Copyright 1997, MetaVR, Inc.

Please let us know if you do not want to be on future

--------------B9F82ADB440CE438056B1B37--

 
 
 

1. Deriving rnd nos. streams from a single rnd no. generator

    I have the following problem:

    I need multiple INDEPENDENT streams of random numbers (each from a
different distribution) during a single run of simulation. I use
C++/CSIM which in turn uses randu/rand routines to generate random
numbers.

    How do I generate these streams while ensuring that there is no
correlation between them?

    Thanks, in advance, for any  pointers you can give me.

\deepak
\PS Setting different seeds by each stream does not help since the
random number generator is the same!

--
"What's done cannot be undone" - Macbeth, V.1(pre-emacs)
"What's done can be C-/-ed" - Macbeth, V.1(post-emacs)

2. Sun Liquidation

3. (no subject)

4. MCP Installation Failure

5. 554 5.0 sasl_server_init failed

6. Please help!!!