// 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]