JRM EO/IR Sensor Plug-In & SDK
The JRM EO/IR Sensor Plug-in is JRM’s physics-based, real-time spectral EO/IR sensor scene simulator, utilizing the popular UNREAL ENGINE toolkit to load materially-encoded targets and terrain. JRM EO/IR Sensor Plug-in integrates JRM’s SigSim and SenSim run-time libraries to predict correlated, radiometrically-correct 2D sensor imagery for arbitrary sensor bands, under arbitrary weather conditions and spatio-temporal viewing locations.
Dynamic, Correlated Radiance Prediction for Arbitrary Sensor Bands, from a Single Database
JRM EO/IR Sensor Plug-in employs JRM’s highly-optimized SigSim™ signature physics library to predict diurnal sensor-band phenomena across the UV through far IR (0.20–25.0μm) spectrum, including ephemeris, atmospheric extinction and scattering parameters, natural and man-made irradiant influences, and surface temperatures.
Dynamic Post-Aperture Sensor Effects
Once the 2D at-aperture radiance image is formed in the GPU, The The JRM EO/IR Sensor Plug-in’s built-in SenSim™ library provides real-time, physics-based simulation of post-aperture sensor noise, blur, gain, and haloing effects, driven by user-defined optical, detector array, signal processing, and display parameters.
Available as a Turn-Key Tool or SDK Library
The JRM EO/IR Sensor Plug-in allows the user to easily create and simulate a dynamic tactical sensor scenario. In a Sensor-Plugin-enabled project, one can load a 3D terrain database, specify any number of arbitrary sensors, atmospheric and weather conditions, place 3D vehicle models in the scene, and create sequence files to animate entity motion.
Real-Time, On-The-Fly Physics at Your Fingertips
The JRM EO/IR Sensor Plug-in GUI and associated XML scenario files allow user control of true physics parameters for the environment and sensors.
High-Fidelity, High-Performance GPU Processing
JRM’s proprietary plug-in allows the user to seamlessly change scenarios at the click of a button. Let lag time be a thing of the past with the power of our dynamic plug-in.
All modes use 32-bit floating point GPU processing for signatures, atmospherics, and sensor physics fast passband-integrated rendering to a standard 24 bit integer frame buffer.