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flight-training-simulator

certified full-flight simulators for pilot training

CAE 7000XR, L3Harris RealitySeven, FlightSafety

SystemTechniques · 10Primitives · 43 flight-training-simulat… Motion cueing washoutcontrol · medium: Map vehicle accelerations to simulator platform motion with high-pass washout filters, tilt coordination and workspace limitsClock synchronizationdistributed · medium: Estimate a clock's offset from four timestamps, filter out queueing noise, and steer the clock smoothly; NTP gets about a millisecond, PTP with hardware timestamps under a microsecond.›Asset streaming prioritygraphics · medium: Prioritized async loading of assets by distance and visibility under a memory budget with evictionFrustum occlusion cullinggraphics · medium: Frustum tests on bounds, hierarchical-Z occlusion and GPU culling passesPhysically based shading (microface…graphics · medium: Cook-Torrance microfacet BRDF with GGX distribution, height-correlated Smith masking and Schlick Fresnel, driven by base colour, metallic and roughness; the standard surface model of real-time and film renderers.›Impedance controlrobotics · medium: Make a robot behave like a spring-damper at the contact point for safe interactionInverse kinematicsrobotics · medium: CCD/FABRIK/Jacobian solvers posing joint chains to reach targetsPID controllerrobotics · low: Drive a measured value to a setpoint with three terms on the error: proportional, integral, derivative. The default feedback loop for motors, heaters, drones and gimbals.›Fixed-rate control loopembedded · low: Run a controller at an exact period using absolute deadlines and a fixed dt, so jitter never accumulates and the math stays valid.›Quaternion rotationsgeometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.›Shared memory ipcconcurrency · low: Shared memory rings and futex signalling between processesRecord replaydistributed · low: Record every nondeterministic input (time, randomness, I/O, model and tool outputs, per-tick player input) and re-execute deterministically for debugging, replays and state rebuildMap tile pyramidgeometry · low: Z/x/y tile pyramids, quadkeys and overviews for multi-resolution maps and imageryFloating origin rebasinggraphics · low: Shift the world origin near the camera to keep float precision in huge worldsImage warping remapgraphics · low: Resampling with lookup maps: resize, lens undistortion, homographies, bilinear/bicubicVsync frame pacinggraphics · low: Vsync, swapchain presentation modes, frame pacing, latency and variable refreshAudio mixingmedia · low: Summing many streams with gain, clipping control and per-listener minus-one mixesRunge-Kutta 4numerics · low: The classic four-stage, fourth-order ODE step; error drops 16× when the step halves, with no derivatives or past steps needed.›Spline interpolationnumerics · low: Linear, bilinear/trilinear and cubic spline interpolation on grids and tablesRigid-body dynamicsphysics · low: Advance one 3D rigid body per step from force and torque: semi-implicit Euler for position, an inertia tensor in the body frame, and quaternion orientation updated by the exponential map.›IIR and FIR filterssignal-processing · low: Two ways to shape a sampled signal's spectrum: FIR (finite taps, always stable, exact linear phase) or IIR (feedback, a few coefficients, cheap but phase-distorting).›Phase-locked loop (digital)signal-processing · low: Feedback loop that locks a local oscillator to the phase and frequency of an input tone; the core of carrier recovery, clock recovery and GNSS tracking.›Robust statisticsstatistics · low: Location and scale estimates (median, MAD, trimmed mean, Huber M-estimator) that stay correct when a minority of the data is garbage.›+ 3 more techniques+ 27 more primitives