Using the pass system

Introduction

The pass system allows a user to run a scenario repeatedly with variations in a number of conditions. This allows the user to capture a scenario at a different times of day, with different weather, use a different actor or change a crowd of people. The options available depend on the assets included in the scenario. Most settings available when placing an asset in the scenario are also available to be modified at the start of each pass and some of the settings from the template are also available to be modified per pass.

It is not necessary to create passes in order to run a simulation; if no passes have been created, the simulation will run once with the conditions set in the scenario/template combination.

Any number of passes can be created; on creation, a new pass will be enabled and added to the pass scheduling bar. Clicking on a pass will disable it and move it to the pass library area. To change the pass schedule, disable all passes and add them back in the desired order.

Features

(Fig.1) Passes directory

Editor_ Pass system - Homepage.png

Main menu
Passes menu item
Passes search
Passes search criteria
Passes search query
Search passes button
Passes main section
Create a new pass
Enable pass switch
Pass title
Number of images generated by pass
Duration of the pass
Elements that have been changed in the pass
Edit pass button
Duplicate pass button
Delete pass button
Changed elements
Global changes - changes to the scene time, location and weather
Groups - number of changes made
Attractors - number of changes made
Generators - number of changes made
Actors - number of changes made
Vehicles - number of changes made
Items - number of changes made
Structures - number of changes made
Animals - number of changes made
Weapons - number of changes made

(Fig.2) Pass configuration

Editor_ Pass system - Create pass.png

Create pass controls
Pass title
Cancel pass
Save pass
Category element
Category name
Number of assets in this category
Number of assets edited in this category
Select category
Asset element
Asset title
Asset attached to - This is only shown if the asset is attached to another asset
Number of options in this asset
Number of options edited in this asset
Select asset
Asset change options - all the options available to change in a pass

Explanation

Creating passes

When the pass directory is opened for the first time, no passes will be shown in the directory even though the simulator will run a pass when invoked. If one new pass is created and enabled, this pass will be run instead of, not in addition to the default pass. New passes are created and populated with the conditions set in the editor.

Editing passes does not change conditions in the editor so for instance changing a vehicle color in a pass does not change the appearance in the editor and new passes will continue to be created with color as set in the editor.

Environment settings are an exception. New passes are created with default settings and do not take them from the simulator template.

Passes directory

The pass directory is where the passes that have been created are managed. Each pass is represented by a card; these cards have been designed to inform what has been changed in the pass and provide functionality to easily manage the passes. The easiest way to manage passes is to enable and disable them; this is done by using the switch next to the pass title (Fig.1.6). When first created, a pass is automatically enabled. When a pass is disabled, it is placed in a different section of the page.

Pass changes

While the scenario set-up, such as the position of assets can't be changed in a pass; many other aspects of the scenario can be changed. The adjustable parameters of each element type are as follows:

Environment

Digital humans (additional to actors)

  • Seed value (affects configuration)

Vehicles

  • Stationary or moving
  • Circuit
  • Color

Generators

  • Picklist
  • Seed (affects choices from picklist )
  • Circuit(s)
  • Shape
  • Generation position
  • Generation rate and type
  • Max speed (for actors and digital humans)
  • Time to live

Destructors

Lights

  • Intensity
  • Temperature
  • Range
  • Spot angle (for spot light only)

Guide

Creating a pass

  1. To create a pass, first click on the pass main menu (Fig.1.1).
  2. This opens the Pass Directory. All the passes for the scenario are managed from here. To create a new pass click the Create pass button (Fig.1.5).
  3. The screen now shows the pass creation screen. In the left hand column, it shows all the category of the assets in the scenario, find the category of the asset you wan to change and click the select arrow (Fig.2.7).
  4. The middle column now shows all the assets that are in this category. Select the asset to be changed by clicking the select arrow (Fig.2.12).
  5. The third column now shows all the options that can be changed for this asset. It is possible to save as changes are made by using the save button (Fig.2.3)
  6. Once the changes have been made, steps 3 to 5 can be repeated until the all required assets have been changed.
  7. After all the assets changes have been made for the pass, give the pass a title (Fig.2.1) and click the save button twice (Fig.2.3). This brings up a box asking if you want to go to the passes home or continue editing. Click "Back to Passes Home".
  8. The screen has now changed back to the directory and the new pass now has it's own card.