Presentation + Paper
12 April 2021 A game engine-based millimeter wave radar simulation
Author Affiliations +
Abstract
A well-known possibility to develop and test unmanned aerial vehicles is the simulation of vehicles and environment in commercial game engines. The simulation of sensors adds valuable capabilities to these simulations. This paper aims to present a millimeter wave radar implementation for the AirSim plugin in Unreal Engine. To obtain the radar response, we use Unreal Engine and AirSim rendering outputs of surfaces normal components, semantic segmentation of various objects in the scene, and depth distance from the camera. In particular, we calculate the radar cross section for each object present in the scene separately, being thus able to have different material characteristics for different entities. To compute the power return, we take into account atmospheric attenuation of the signal, based on wavelength of the radar wave, the gain of the antenna of the radar, and the transmitted power. For greater realism we add noise in different stages of the simulation. Future works to improve the usability and the performance of the simulator are presented.
Conference Presentation
© (2021) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Marco Ciarambino, Yung-Yu Chen, and Niklas Peinecke "A game engine-based millimeter wave radar simulation", Proc. SPIE 11759, Virtual, Augmented, and Mixed Reality (XR) Technology for Multi-Domain Operations II, 1175904 (12 April 2021); https://doi.org/10.1117/12.2587595
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KEYWORDS
Radar

Extremely high frequency

Signal attenuation

Antennas

Cameras

Device simulation

Environmental sensing

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