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Introduction
The v15.4.0 update is a performance-and-capability release. Mesh-based radar simulations run substantially faster on both CPU and GPU, long-range FMCW/stretch radars are now easier to model correctly, and animated 3D models can drive target motion directly. A handful of accuracy fixes also land in the ray-tracing core.
What’s New?
🎬 Animate Targets from 3D Model Files
A new animation_kit module lets you drive a target’s motion straight from an animated glTF/GLB 3D model:
- Author Motion Once: Design a spinning rotor, a turning wheel, or a flight path in your favorite 3D tool, export it as glTF, and simulate it as-is — no need to hand-code trajectories.
- Accurate Motion: Position, speed, rotation, and rotation rate are all derived directly from the animation, so fast-spinning or fast-turning parts stay physically correct.
- Broad Compatibility: Works with the common glTF animation styles used by most 3D authoring tools.
🚀 Much Faster Mesh Simulation
Simulations using mesh-based (SBR) targets are significantly faster, with no change to the results:
- Measured Speedups: Up to 8.2x faster on GPU and 6.3x faster on CPU, compared to the previous release.
- Better GPU-Build Performance: Fixed a case where GPU-enabled builds ran their CPU path much slower than a CPU-only build — one scene went from 65 seconds down to under 1 second.
- Faster RCS Simulation: Large radar-cross-section scenes that previously ran slower than expected on smaller GPUs are now handled correctly, with speedups of up to 11x.
📡 Support for Long-Range Radar Simulation
A new receive “gate delay” option makes it possible to accurately simulate long-range FMCW/stretch radars, where earlier versions could produce misleading results for targets far from the radar. This also enables realistic modeling of the radar’s usable range window.
🎛️ Simpler, Consistent GPU/CPU Selection
All simulation functions (sim_radar, sim_rcs, sim_lidar) now share the same automatic device selection: they use the GPU when available and fall back to the CPU automatically otherwise, with no code changes required on machines without a GPU.
🎯 Accuracy Improvements
Several edge cases that could produce subtly incorrect results in mesh-based simulations have been fixed, including scenes with very small or overlapping geometry, and certain material/angle combinations. Most users will see no visible difference; a few specific scene types will now be measurably more accurate.
Changelog Summary
Added
- New
animation_kitmodule for simulating targets driven by animated glTF/GLB models. - Automatic
"auto"/"gpu"/"cpu"device selection forsim_radar,sim_rcs, andsim_lidar, with automatic fallback when no GPU is available. - Receiver
gate_delayoption for accurate long-range FMCW/stretch radar simulation, plus related properties describing the radar’s usable range window. - Expanded benchmarking tools for tracking simulation performance over time.
Changed & Optimized
- Mesh (SBR) simulation performance substantially improved on both CPU and GPU.
- RCS simulation performance improved, especially on large scenes and smaller GPUs.
- GPU-enabled builds now make full use of multi-core CPUs when running in CPU mode.
- Updated simulation documentation.
Fixed
- Several ray-tracing accuracy edge cases involving small/overlapping geometry, viewing angle, and certain material properties.
- Corrected a documentation inaccuracy about internal mesh-loading behavior.