Blog devupdate

New Release – Infinite Studio 3.9.1

April 13, 2022
Blog devupdate

New Release – Infinite Studio 3.10.1

October 19, 2023

New Release – Infinite Studio 3.10.0

April 17, 2023

What’s New

This release contains a number of new features, improvements and general bug fixes.

  1. Upgraded engine to 4.26

  2. Separated the camera processing passes for computing photons, electrons, & counts

  3. Added support for long range, narrow FOV cloud modelling

  4. Improved LADAR model

  5. New SpecLaserSpotLight (deprecated old SpecLaser)

  6. Added new FITS image writer

  7. External control improvements / updates

Unreal Engine Upgrade

The base engine version was upgraded to 4.26 which brings with it a number of significant engine improvements and bug fixes ().

Major Features

Improved Camera Processing Pipeline

Added optional separable camera processing passes for computing photons, electrons, & counts to allow for improved verification and validation, as well as additional “ground-truth” data for modelling and analysis.

image 20230423 042649

Improved Cloud Modelling

Added support for long range, narrow FOV cloud modelling, improving temporal stability for clouds, especially when viewed from high speed platforms and/or with a narrow field of view.

image 20230423 042701

Improved LADAR Model

Rework of the SPAD LADAR model to simulate laser detection and ranging (LADAR) range-resolved imagery. This model may be used to predict single photon avalanche diode (SPAD) array LADAR performance and evaluate system designs prior to the development and purchase of costly equipment. This model should be considered experimental as further development is continuing on its validation.

image 20230423 042529

New SpecLaserSpotLight

Added a new Spec Laser Spot Light model with a Gaussian irradiance profile.  The old Spec Laser has been deprecated.

image 20230423 042718

New FITS image writer

The new Spec Writer FITS outputs camera imagery to the FITS file format.

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External Control Updates

  1. Added new Java API

  2. MATLAB API deprecated (MATLAB examples demonstrate calling Java API directly)

  3. Added new Remote Control API allowing Unreal Engine functions & properties to be called directly

  4. Upgraded protobuf to v3.21.6

Radiometry

  • Infinite Studio has multiple custom nodes that have been programmed to allow the integration of spectral material parameters, including emissivity and reflectivity, into Unreal Engine’s physically based rendering material system

  • Users can create materials by supplying measured spectral diffuse and specular reflectivity, emissivity, and transmission data, or by defining a spectral directional-hemispherical reflectance curve.

  • In addition, Infinite Studio provides acess to spectral material databases such as NASA JPL’s ECOsystem Spaceborne Thermal Radiometer Experiment on Space Station (ECOSTRESS) Spectral Library, and the Advanced Spaceborne Thermal Emission Reflection Radiometer (ASTER) Spectral Library
  • Infinite Studio currently supports MODTRAN for verified high-fidelity atmospheric calculations

  • The following data is imported from MODTRAN and processed to in-band values:
    • - Atmospheric transmission based on absorption and scatter
    • - Thermal radiance
    • - Solar and lunar irradiance for applying sun and moon directional light source intensities
    • - Ambient sky lighting (global illumination)
  • Fully Volumetric Cloud modelling using MODTRAN to obtain transmission and path radiance values across cloud density

  • Clouds are compatible with all lighting and transmissive effects, including shadows on the ground and cloud reflections.

  • Highly customisable with options for weather effects, noise maps, coverage levels, altitude, wind speed, and many more parameters

  • Ability to add individual cloud volumes and control placement, as well as an overall bulk layer property
  • Ability to pre-calculate higher fidelity surface temperatures for static background objects

  • In-band thermal emissions are evaluated by spectral integration

  • Grey body and selective radiators are implemented using spectral emissivity data

  • Custom spectral emission curves can be imported for non-blackbody emitters
  • Camera and Sensor Modelling

    Stages of the In-Band Rendering Equation Solver:

  • Render Radiance Image: Detector Spectral Response, Resolution
  • Radiance to Photons conversion: Pixel Pitch, F-Stop, Shutter Speed, Lens Transmission
  • Photons to Electrons conversion: Quantum Efficiency, Full Well Capacity
  • Electrons to Counts: ADC Gain & Offset, ADC Bit Depth
  • At each stage of rendering, applicable noise sources are simulated and can be customised:

  • Dark Shot Noise: Dark current flows even when no photons are incident on the camera
  • Read Noise: Electronic Signal Noise resulting from sensor design
  • Photon Shot Noise: Statistical noise associated with the arrival of photons at the pixels
  • Fixed Pattern Noise: Caused by spatial non-uniformities of the pixels
  • Aliasing occurs when the rasterization process during rendering of a scene does not apply enough samples to a target resulting in scintillation artefacts

  • Long range targets subtending few pixels could wildly vary in intensity as sample points hit and miss the target all together

  • Zoom anti-aliasing is effectively rendering a part of the sensor image, a window, at a much higher resolution and averaging the image down to the original resolution, resulting in a more accurate distribution of energy

  • The advantage of this approach is that anti-aliasing can be adaptively applied to parts of the scene where it is needed optimizing performance by not applying it where it is not
  • External Control

    Available in C++, Python, and Java, the External Control API supports full control of the simulation, via TCP/IP, including commands to::

  • Simulation Control (Begin, End, Propagate)
  • Querying available assets by path, or type
  • Open and Load levels
  • Spawn, move & destroy actor assets
  • Camera and sensor setting modification
  • Environmental control (atmosphere, wind, clouds & ocean) and
  • Custom message types

    Infinite Studio provides multiple example scripts, demonstrating the most commonly used features.
  • Trajectory: Trajectory Spline Actor provides actor scripted 6-DOF motion via time referenced dynamic state data.

  • Recording Tools: Record actor and sensor image data, for single or multi-runs, useful for post run analysis in third-party tools.

  • Waypoints: An experimental waypoint capability has been added for air, land & maritime platforms and includes infantry soldiers. Waypoints can be imported from CSV files, manually entered or added at runtime. Users can specify many options covering waypoint actions, including initial speed, speed between points, and end of course behaviour.
  • Target Labelling: Rendering of scenes with target pixel (stencil) labelling for training of neural networks, machine learning or data analytics tasks

  • Loop Controller: Orbits a camera about a given target at varying ranges writing captured image data to file. Customisable loop control for changing additional scene features; such as the environment (atmosphere, time of day, sea sate, etc.)
  • Machine Learning Stencil offMachine Learning Stencil on

    Maritime-Based Physics

  • Emissions: Based on Planck’s blackbody radiation equation for a specified ocean temperature

  • Reflections: Reflectance varies directionally according to the Fresnel Law of reflection

  • Transmittance: Optional transparent material applies translucent fogging to submerged objects based on depth/view angle
  • Fully customisable FFT based wave spectrum model of time-varying ocean height fields

    Wave height and chop driven by real world parameters, e.g:
  • Wind speed and direction
  • Ocean depth
  • Fetch length

    Additional user customisation possible, ranging from simple amplitude/property scaling through to complete user-generated wave spectrum
  • Buoyant Forces: Surface Platforms use a finite element solution to calculate buoyancy and wave motion. Forces are then consolidated to the object’s centre of buoyancy, and corresponding moments are generated to affect the platform’s motion

  • Energy Conservation/Momentum Collisions: Each element approximates the change in energy due to the collision between the object surface and the fluid element

  • Limitations: Currently the buoyancy model only imparts forces from the fluid to the object (the high fidelity wakes model generates coupled surface wave motion)
  • High Fidelity Wakes: An experimental high-fidelity volume displaced wake implementation

  • High Performance Wakes: A high performance turbulent (foam) and kelvin wake implementation, allowing hundreds of wakes rendered on screen for real-time solutions
  • Additional Content and Features

    As well as demo maps, Infinite Studio provides you with the toolset to create your own real world landscapes

  • Street Map Importer: New real word scenes have been developed, with buildings, roads, railways, vegetation as imported from OpenStreetMap and terrain height data from the Registry of Open Data on AWS Global Dataset. You can also create and import your own custom height sampler

  • Real World Maps: Urban, rural, forests, grasslands, deserts, mountains, littoral and open ocean scenes can be quickly and accurately generated using Infinite Studio
  • Infinite Studio can provide the tools to create and edit your own assets, in addition to a library of Unrestricted Assets.

  • 3D model library of aircraft, ships, vehicles, weapons, people, infrastructure & nature assets pre-configured with multispectral materials

    Learn more on the Content page:
  • Multi-player networked scenario management for human-in-the-loop real-time simulations
  • Island Locale

    Rural Locale

    Urban Locale

    Curved Earth

    The Curved Earth Plugin implements a spherical Earth model based on the WGS84 reference ellipsoid and provides accurate projections for applications that require precise Earth curvature modelling.

    Two modes of operation are supported:
  • OpenStreetMap mode – applies materials to land-use areas defined by OSM data.
  • Blue Marble mode – uses NASA’s Blue Marble satellite textures for surface rendering.

    This approach ensures optimised performance and scalable rendering of the spherical Earth model across different zoom levels and viewing angles.
  • Asset Packs

    For more video turntables of our 3D assets, click on the buttons:

    Night Sky