Underwater Physics Simulation and Rendering
Motivation
As a developer, I want to:
Build a simulation environment that renders the RoboSub competition pool (dimensions, lighting, underwater visibility/water effects).
So that I can:
Give the team a realistic virtual pool to develop and test perception and navigation code in, without needing physical pool access.
Completion criteria
Minimum Viable Product (MVP)
- Pool scene built to competition pool dimensions
- Water/underwater rendering configured (visibility, color/light absorption) to approximate real pool conditions
- Scene loads and renders correctly
Stretch
- Competition props/course elements placed in the scene (gates, markers, etc.)
- Multiple lighting/visibility presets (e.g. clear vs. murky water)
Timeline
TBD
Testing requirements
- Visually compare rendered scene against reference photos/dimensions of the actual competition pool
- Confirm scene loads reliably across team dev machines
Implementation
High-level overview
Evaluate simulation tools, then build the pool as a static scene defining world geometry and water/lighting settings, tuning rendering parameters to match real pool visibility and lighting.
Checklist
Additional notes
None
Underwater Physics Simulation and Rendering
Motivation
As a developer, I want to:
Build a simulation environment that renders the RoboSub competition pool (dimensions, lighting, underwater visibility/water effects).
So that I can:
Give the team a realistic virtual pool to develop and test perception and navigation code in, without needing physical pool access.
Completion criteria
Minimum Viable Product (MVP)
Stretch
Timeline
TBD
Testing requirements
Implementation
High-level overview
Evaluate simulation tools, then build the pool as a static scene defining world geometry and water/lighting settings, tuning rendering parameters to match real pool visibility and lighting.
Checklist
Additional notes
None