Abstract

The original sonar implementation for the HoloOcean simulator was built upon a cached octree representation of the world. On first runs, building the cache was prohibitively slow, and the cache had a major memory footprint. This work presents alternative implementations for the sidescan sonar using direct raytracing on the CPU and rendering on the GPU. To evaluate and compare the implementations, timing tests on comparable parameters, as well as sweeps on resolution and range parameters, were performed. The render-based GPU implementation outperformed the others in the timing tests.

Degree

MS

College and Department

Ira A. Fulton College of Engineering; Electrical and Computer Engineering

Rights

https://lib.byu.edu/about/copyright/

Date Submitted

2026-04-13

Document Type

Thesis

Keywords

Simulation, Sidescan Sonar, Marine Robotics, Seafloor Mapping, Unmanned Underwater Vehicles

Language

english

Included in

Engineering Commons

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