// 02/TECHNOLOGY
Technology
A decade of accumulated visual-solving expertise. Each pillar directly affects training effectiveness and system stability.
T-01// PILLAR
Rendering Pipeline
- Rewritten on modern graphics APIs (Vulkan / DX12)
- Forward + clustered shading; 10K+ dynamic lights per frame
- TAA + custom sharpening to suppress grid jitter — sharper distant identification
- Multi-channel edge blending and geometry correction for dome, cylinder, and flat-projector layouts
T-02// PILLAR
Terrain & Imagery
- Global 0.5 m imagery + 30 m DEM streaming
- Vector roads, runway lights, taxiway lines visualized throughout
- 3D city modeling for 300+ key airports
- Differential overlays from user-supplied photogrammetry
T-03// PILLAR
Weather & Atmosphere
- Volumetric clouds with ray marching — realistic in-cloud flight
- Wind fields, shear, turbulence physically consistent, non-repeating
- Real-time METAR / TAF / GRIB weather injection
- Day/night, moon phase, star map all locked to position
T-04// PILLAR
Cooperation & Sync
- DIS / HLA dual stack, 200+ entity scale
- Master-slave architecture, key-frame sync < 1 ms
- Compatible with mainstream simulators, CGF, AAR systems
- Staggered time-slot scheduling — long sessions never drift
// ARCHITECTURE
System Architecture
VBSNG uses a decoupled architecture: rendering, terrain, weather, and cooperation subsystems communicate via a unified event bus. Single-machine deployment (instructor seat) and distributed deployment (full-motion sim + instructor station + AAR) both supported, with minimum intrusion into existing training syllabi and equipment.
[Flight Model]──┐
│ DIS/HLA
[Instructor]─────┼─────► [Event Bus] ◄───── [Weather Inject]
│ │
[Full-Motion]────┘ ├──► [Terrain Stream]
├──► [Render Pipeline] ──► [Multi-Channel Out]
└──► [AAR Recording]