Sniper Training System
For improved sniper training, a sniper skills training system is described. The sniper training system comprises a computer trainer station having a 3D rendering engine, a computer display, a trainer user interface module, at least one database, and a data storage; and a simulated rifle unit having a near-to-eye display and a hardware interface module, wherein the trainer station is interfaced with the simulated rifle unit to provide a simulated training scenario.
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Snipers are utilized in various types of battle situations and environments, and can be a force multiplier on the battlefield if the respective sniper is well trained for the specific engagement. Training for a specific engagement however, is sometimes difficult. Current training methods can effectively train a sniper on aspects of marksmanship such as breath control, stance, support, and trigger control but are often lacking in addressing the critical skills for determining the point-of-aim on a target.
Determination of the point-of-aim on a target requires the consideration of several factors, and the combinations of those factors, including distance, wind and other weather conditions, target movements, and parallax. This is a skill that requires substantial practice not only to learn, but to maintain as well.
Point-of-aim practice is currently limited to firing range facilities, resulting in a limited variety of distance and weather condition. Sniper trainees would also need to relocate among firing range facilities to receive a more comprehensive training, costing time and money. In addition, firing range facilities which are suitable for sniper training, are not always available at all bases and when soldiers are deployed.
Another component to point-of-aim training is the ability to observe trace. Trace, which is the vapor trail formed by the bullet due to air turbulence, allows the trainer and the trainee to observe the path of the bullet to determine the point of impact on the target. The vapor trail however, lasts only a matter of seconds, making it difficult for new trainees to learn.
SUMMARYFor improved sniper training, a sniper skills training system is described. The sniper training system comprises a computer trainer station having a 3D rendering engine, a computer display, a trainer user interface module, at least one database, and a data storage; and a simulated rifle unit having a near-to-eye display and a hardware interface module, wherein the trainer station is interfaced with the simulated rifle unit to provide a simulated training scenario.
The simulated rifle unit 104 includes a trigger sensor 110, a motion tracker 106, and a near-to-eye display system 112 with adjustment knobs 108. In one embodiment of this invention, the main structure of the simulated rifle unit 104 is a construct of materials similar to those of an actual sniper rifle, such that the training simulations are as realistic as possible. Alternatively, the simulated rifle unit 104 does not need to be in the shape or form of an actual sniper rifle. For instance, a smaller unit may be appropriate for portability.
Determining the point-of-aim for a target, which is a core aspect of sniper skills training, is performed through the use of a scope. The near-to-eye display system 112, which is in the shape of a scope, is mounted on the simulated rifle structure, similar to how scopes are mounted on the top of actual sniper rifles. Looking into the near-to-eye display system 112, the trainee will see a high resolution, realistic training environment. Incorporated in the near-to-eye system 112 are adjustment knobs 108 for simulated windage control, elevation control, and parallax compensation. The scope orientation tracker 106 senses orientation of the simulated rifle unit. Information from this sensor along with input via the adjustment knobs 108 are processed by the trainer computer station 102 and the image in the near-to-eye display system 112 is updated in real-time. The trigger sensor 110 is excited when the trainee has determined the point-of-aim for the target in the scenario and takes the shot.
The simulated rifle unit 244 includes a near-to-eye display 236 and a hardware interface module 238. The hardware interface module 238 includes a scope orientation tracker 204, a windage input 206, an elevation input 208, a parallax input 210, and a trigger input 212, all connected to the simulation hosting trainer computer 246 via a hardware interface 248.
The simulation hosting trainer computer system 246 includes a computer display 202, a trainer user interface module 240, a 3D rendering engine 242, a maps database 232, a scenarios database 234, and a data storage 226.
The trainer user interface module 240 and 3D rendering engine 242 execute method steps, as shown in
The data flow within the software architecture 200 begins with the maps, scenario and conditions selection 214. Here a trainer or trainee can select from the geographical maps database 232 and scenarios database 234. Geographical maps can be representations of actual locations, or virtually created environments. Scenarios will include different target situations, such as riding in a moving vehicle or standing at a podium, and different target behaviors. Entry-level scenarios may include static targets whereas high-level scenarios may include targets moving in less predictable ways. Conditions that can be selected will include weather elements that can affect the trajectory of a bullet, such as wind, rain fall, and elevation etc. Once these elements are selected, the training session will begin. An alternative to trainer or trainee selections of scenarios or conditions is random scenario generation. The sniper training system can generate random scenarios or semi-random scenarios that are increasingly more difficult, based on the trainee's prior performance.
The initiate step 216 activates the hardware interface module 238 in the simulated rifle unit 244 and loads the map and scenario 228 that was previously selected into the 3D rendering engine 242. The 3D rendering engine can be a commercially available graphics engine such as the Unreal Engine 3 by Epic Games. In addition, foliage and groundcover can be rendered using programs such as the SpeedTree Application Programming Interface. Target models can be created using applications such as 3D Studio Max or Maya and imported into the user set virtual training environment. Most graphic engines, including the aforementioned Unreal Engine 3 offer robust artificial intelligence that closely approximates human target behaviors. With the provided map and scenario information and selected conditions, simulation rendering 230 occurs and the resulting image is presented to the trainee via the near-to-eye display 236. The image presented through the near-to-eye display 236 includes a reticle, which is standard in optical scope eyepieces. For versatility, various types of reticles, such as the army reticle, the marine reticle, or the Horus reticle can be available for selection. The goal is to produce a realistic environment for the trainee when looking into the near-to-eye display 236. The rendered image will also be present on the computer display 202.
Based on what is seen in the near-to-eye display 236, the trainee will make adjustments to elements in the hardware interface module 238. Moving the simulated rifle unit 244 will prompt input from the scope orientation tracker 204. The scope orientation tracker 204 that provides input to the hardware interface 204 calculates the direction the simulated rifle unit 244 is pointed. The hardware interface 204 sends the acquired information to the monitor hardware 218 which relays the information for simulation rendering 230 to provide an updated image on the near-to-eye display 236 and computer display 202 in real-time. Similar steps are executed in response to windage input 206, elevation input 208, and parallax input 210. Windage adjustment is the side to side adjustment of the scope on a rifle, to account for the side force on a projectile from a cross wind. Elevation adjustment is the up down adjustment of the scope on a rifle to account for bullet drop as a result of gravity which varies depending on the distance to the target. Parallax compensation accounts for aiming errors from positioning one's eyes at different angles against the rifle scope. This error is often magnified when the target is moving.
This process continues in a loop until the trainee has determined the point-of-aim and is ready to take the shot. Each adjustment can be recorded and logged 220 then stored 226 for review later on and used to improve the trainee's process to determine point-of-aim.
Then the trainee will activate the trigger sensor when point-of-aim has been determined and a trigger input 212 will be sent to the monitor hardware 218 via the hardware interface 204. This trigger input 212 will initiate ballistic physics calculation 222 to simulate the bullet path and result of the shot. The simulated firing event will be rendered 230 and be shown in real-time on the computer display 202 and the near-to-eye display 236. The rendered real-time image will be similar to the result of an actual firing of a rifle, including the quickly disappearing bullet trace.
The resulting simulated firing event will be recorded and logged 220 and stored 226 and will also be immediately available for AAR 224. Through graphics rendering 230 and display on the computer display 202, the trainee and/or trainer can have a closer and more detailed look at the firing event that had just occurred, providing immediate feedback.
In addition to providing the trainee and/or trainer with feedback in the form of a rendering of the firing event, the training system can also generate recommended scope adjustments and/or point of aims for the scenario. Recommended scope adjustments and point of aims allows the trainee to compare his/her process to an optimized process. The recommended scope adjustments are an optimized series of adjustments that allows a sniper to quickly determine a point of aim. The recommended point of aim can be generated either from the resulting scope adjustments by the trainee or the recommended scope adjustments and can be shown on the display in the form of an indicator such as a red dot or a red crosshair.
First, the training scenario 312 is selected and loaded into the sniper training system 304. The trainee 302 will now be able to look into the near-to-eye display 306 and begin to determine the best point-of-aim for the target in the loaded scenario by making simulated scope adjustments 308. The display 306 is updated in accordance with the adjustments 308. The trainee 302 will continue this process to make adjustments to determine the best point-of-aim. When the point-of-aim to take the shot is determined, the trainee 302 will excite the trigger sensor 314. The result of the shot is then simulated and stored in the training session results 310. After the shot is taken, the trainee can continue to make adjustments and take additional shots within the loaded scenario. The trainee 302 can look at the output of the training session results 310 either immediately after the shot, or after all the training scenarios have been completed.
The trainer 362 can select the scenario for the session. While the trainee 352 goes through the process of determining a point-of-aim for the target, the trainer 362 can monitor the trainee's selections through the computer display 366 and has the option to provide real-time feedback to the trainee 352. At the end of the training session, the trainer 362 can review the training session results 360 and provide feedback to the trainee 352 based on those results.
The trainer 402 operates the computer station 408 portion of the sniper training system 414, while the trainee 404 operates the simulated rifle unit 406 portion of the sniper training system 414. One alternative training session setup may involve only a trainee operating both the computer station as well as the simulated rifle unit.
Claims
1. A sniper skills training system, comprising:
- a computer trainer station having a 3D rendering engine, a computer display, a trainer user interface module, at least one database, and a data storage; and
- a simulated rifle unit having a near-to-eye display and a hardware interface module, wherein the trainer station is interfaced with the simulated rifle unit to provide a simulated training scenario.
2. The sniper skills training system in claim 1, wherein the at least one database comprises a maps database.
3. The sniper skills training system in claim 1, wherein the at least one database comprises a scenarios database.
4. The sniper skills training system in claim 1, wherein the at least one database comprises a maps database and a scenarios database.
5. The sniper skills training system in claim 1, wherein the data storage is a portable storage device.
6. The sniper skills training system in claim 1, wherein the hardware interface module is a wireless interface module.
7. The sniper skills training system in claim 1, wherein the simulated rifle unit is constructed to physical specifications of an actual rifle.
8. The sniper skills training system in claim 1, wherein the computer trainer system is a laptop computer.
9. The sniper skills training system in claim 1, wherein the near-to-eye display contains a reticle.
10. The sniper skills training system in claim 9, wherein the reticle is chosen from the group consisting of army reticle, marine reticle, Horus reticle, German reticle, SVD type reticle, mil-dot reticle, and range-finding reticle.
11. A sniper skills training system, comprising:
- a. a computer trainer station comprising 1. a 3D rendering engine wherein a map and a scenario are loaded and rendered for output; 2. computer display; and 3. a trainer user interface module wherein maps, scenarios and conditions are selected, a training session is initiated, a monitor hardware collects inputs, ballistic physics are calculated, data is logged and recorded, and an after action review module provides information on the training session;
- b. a simulated rifle unit comprising: 1. a near-to-eye display; 2. a hardware interface module further comprising; i. a scope orientation tracker; ii. a windage input; iii. an elevation input; iv. a parallax input; and v. a trigger input wherein the outputs from the scope orientation tracker, the windage input, the elevation input, the parallax input, and the trigger input are connected to a hardware interface; and
- c. a means for interfacing the computer trainer station and the simulated rifle unit wherein inputs from the simulated rifle unit are processed in the trainer user interface module before being rendered in the 3D rendering engine and presented in the near-to-eye display and the computer display.
12. The sniper skills training system in claim 11, wherein the simulated rifle unit is constructed to physical specifications of an actual rifle.
13. The sniper skills training system in claim 11, wherein the computer trainer system is a laptop computer.
14. The sniper skills training system in claim 11, wherein the hardware interface module is a wireless interface module.
15. The sniper skills training system in claim 11, wherein the near-to-eye-display contains a reticle.
16. The sniper skills training system in claim 11, wherein the selection of maps, scenarios, and conditions is randomly generated.
17. The sniper skills training system in claim 11, wherein the selection of maps, scenarios, and conditions is semi-randomly generated based on a trainee's prior performance.
18. A method of training a sniper, comprising:
- a. receiving a selected training scenario;
- b. presenting the selected training scenario to a trainee via a near-to-eye display associated with a simulated rifle unit;
- c. receiving and processing scope adjustments made by the trainee;
- d. presenting an adjusted scenario to the trainee based on the scope adjustments;
- e. receiving input indicating activation of a trigger sensor activated by the trainee;
- f. simulating and recording a fired shot in the scenario; and
- g. presenting training session results to the trainee upon completion of the simulation.
19. The method of training a sniper in claim 18, wherein steps c-d are repeated until the trainee is ready to fire a shot.
20. The method of training a sniper in claim 18, wherein steps c-f are repeated until the trainee wishes to review the training session results.
Type: Application
Filed: Dec 14, 2007
Publication Date: Jun 18, 2009
Applicant: HONEYWELL INTERNATIONAL INC. (Morristown, NJ)
Inventors: Alan G. Cornett (Andover, MN), Robert E. DeMers (Elk River, MN), Trent C. Reusser (New Brighton, MN)
Application Number: 11/956,922
International Classification: F41G 3/26 (20060101);