Technical Architecture Guide

ASPEN Platform

Advanced Simulation for Planning and Enhanced Navigation — How autonomous underwater vehicles learn to navigate the ocean
Developed By
MITRE Corporation
Platform
NVIDIA Omniverse
Version
SDK v1.1.0
Vehicles
5 Real Platforms
The NVIDIA Platform
ASPEN is built on NVIDIA's simulation stack. Each layer provides capabilities that the layer above depends on. Understanding this stack is key to understanding what ASPEN can do and why it requires NVIDIA hardware.
Application Layer

ASPEN SDK + Repositories

The ASPEN code itself — vehicle physics, ocean environments, sensor simulation, mission guidance, and the Command & Control UI. This is the layer MITRE built and transferred. It uses everything below.

ASPENSDK ASPENEnvModels ASPENRobotModels ASPENAssets aspen-c2-ui
Simulation Framework

NVIDIA Isaac Sim 5.1

NVIDIA's robotics simulation application. Provides the physics engine, sensor simulation framework, rendering, and Python API that ASPEN builds on. Think of it as the "game engine" — but for scientific-grade robotics simulation instead of games.

PhysX 5 RTX Rendering Sensor Sim Python API ROS 2 Bridge
Foundation Platform

NVIDIA Omniverse

The underlying platform Isaac Sim runs inside. Omniverse provides the 3D scene format (USD), real-time collaboration, visual programming (OmniGraph), and the material/rendering pipeline. NVIDIA's answer to building interconnected 3D simulation worlds.

USD OmniGraph MDL Materials Nucleus Kit SDK
Hardware Acceleration

NVIDIA GPU + CUDA

Everything runs on NVIDIA GPUs. Physics, rendering, volumetric ocean queries, AI training — all accelerated by CUDA and specialized hardware (RTX ray tracing cores, Tensor cores for AI). This is why an NVIDIA GPU is a hard requirement.

CUDA 12+ fVDB NanoVDB PyTorch RTX Ray Tracing Tensor Cores

Why does this matter?

By building on NVIDIA's platform, ASPEN inherits millions of dollars of engineering in physics accuracy, GPU acceleration, and rendering. ASPEN developers focus only on what makes their problem unique — underwater vehicle dynamics and ocean environments — while NVIDIA handles the heavy infrastructure.

System Architecture
ASPEN is composed of five repositories, each with a distinct role. Together they form a complete pipeline from raw ocean data to mission analysis.
Frontend — Browser

aspen-c2-ui — Command & Control Interface

Web-based mission planning and monitoring. React + TypeScript + deck.gl for GPU-accelerated map visualization. Four modes: Plan, Simulate, Monitor, Analyze. Dark maritime theme with MIL-STD-2525D symbology.

REST / WebSocket API
Core Engine — Isaac Sim

ASPENSDK — Simulation Orchestrator

The master conductor. Initializes Isaac Sim, loads the ocean and seafloor, places vehicles, runs the physics loop step by step, manages sensors, computes acoustic propagation, and streams results. Includes reinforcement learning scaffolding for AI training.

Python Imports (submodules)
Data Processing

ASPENEnvModels

Imports raw ocean data from NOAA, Navy forecasts, and GEBCO. Converts coordinates, voxelizes to GPU-friendly formats, computes wind noise.

Vehicle Intelligence

ASPENRobotModels

Full 6-DOF physics for 4 vehicles. 11 sensor types. PID autopilots. Waypoint guidance. ROS 2 interfaces for real hardware.

Reads Data Files
9.5 GB Data Library

ASPENAssets — Pre-Built Environments & Vehicle Models

Ready-to-use 3D vehicle models (USD), pre-processed bathymetry and ocean data for 5 real-world locations, atmospheric data, and ocean surface rendering assets.

Key Concepts Explained
ASPEN uses several specialized technologies. Here is what they are, why they matter, and a plain-language analogy for each.

USD (Universal Scene Description)

The file format for 3D scenes, created by Pixar and adopted by NVIDIA. Every vehicle, ocean surface, and seafloor mesh in ASPEN is a USD file. USD lets complex scenes be assembled from many files at runtime.

Think of it like HTML for 3D worlds — a structured format that describes what objects exist, where they are, and how they look.

fVDB / NanoVDB (Sparse Voxel Grids)

NVIDIA's technology for storing 3D volumetric data efficiently on the GPU. The ocean is a massive volume — temperature, salinity, and currents at every point. fVDB uses a sparse tree structure that only stores data where it exists.

Like Google Maps only loading tiles you can see, fVDB only loads ocean data near where the vehicles actually are.

PhysX (Physics Engine)

NVIDIA's GPU-accelerated physics engine. In ASPEN, PhysX handles rigid body dynamics — how vehicles respond to forces, collisions with the seafloor, buoyancy effects, and hydrodynamic drag. GPU physics lets many vehicles run simultaneously.

The same physics engine used in Hollywood VFX and AAA video games, repurposed for scientific simulation.

6-DOF Hydrodynamic Models

Six Degrees of Freedom — vehicles move and rotate along all 3 axes. ASPEN models full hydrodynamic forces: thrust, drag, added mass, Coriolis effects, and buoyancy. These equations make simulated vehicles behave like the real ones.

Like a flight simulator that accurately models how a plane responds to wind — but underwater, with water currents instead of air.

Bellhop Acoustic Propagation

A ray-tracing engine for modeling how sound travels through water. Sound is the primary sensing modality underwater. Bellhop traces acoustic rays accounting for how temperature and salinity bend sound, how the seafloor absorbs it, and how signals fade.

Like ray tracing in a 3D game, but for sound waves instead of light — bending, reflecting, and fading as they travel through the ocean.

ROS 2 (Robot Operating System)

Open-source robotics middleware. ASPEN's ROS 2 bridges let simulated vehicles communicate using the same protocols as real hardware. Algorithms tested in simulation can deploy directly to a physical BlueROV2.

A universal translator between simulation and real hardware — the robot doesn't know if it's in a simulation or the real ocean.
Vehicle Fleet & Sensors
ASPEN includes physics models and 3D assets for real underwater vehicles used by the U.S. Navy and research institutions.
Vehicle Type Description Physics Key Use
REMUS 100 AUV Torpedo-shaped autonomous vehicle (~30 kg). Standard Navy survey platform. Full 6-DOF + GPU batched Mine countermeasures, survey
REMUS 600 AUV Larger REMUS variant. Greater depth rating and endurance. Full 6-DOF Deep water ISR
IVER 3 AUV Long-endurance AUV with modular payload bay. Full 6-DOF Research, monitoring
BlueROV2 Heavy ROV 8-thruster ROV by Blue Robotics. Open-source. 300m depth. Full 6-DOF + ROS 2 Inspection, sim-to-real
Slocum G3 Glider Buoyancy-driven glider. Months-long endurance. No propeller. 3D model only Persistent monitoring
Simulated Sensor Suite

Each vehicle can be equipped with any combination of these sensor models.

Inertial Navigation

Position, velocity, heading with configurable noise and drift

Pressure / Depth

Depth from hydrostatic pressure with Gaussian noise model

Side-Scan Sonar

Seafloor imaging with echo simulation and shadow detection

ADCP / Fathometer

Current profiling and bottom-depth measurement

Obstacle Avoidance

Forward-looking range-based collision detection

Camera

Visual sensor with Isaac Sim rendering pipeline

fVDB LiDAR Surrogate

GPU-batched distance sensing via sparse voxel ray casting

Acoustic Propagation

Bellhop ray tracing for transmission loss and sound channels

Environmental Query

Real-time temperature, salinity, current at vehicle position

Ocean Environments & Data Pipeline
ASPEN uses real-world oceanographic data. Here is how raw data from NOAA and Navy models becomes a simulated ocean.
1

Acquire Real-World Data

Bathymetry from NOAA/GEBCO/USGS surveys. Ocean conditions from Navy models (NCOM, HYCOM, ROMS) — temperature, salinity, current fields. Atmospheric data from WRF weather models. Formats: NetCDF, GeoTIFF, GRIB, OpenDAP, Zarr.

2

Process & Transform (ASPENEnvModels)

Convert lat/lon/depth to local Cartesian coordinates (meters). Subset to the area of interest. Regrid irregular ocean model output to uniform voxels. Compute derived quantities like wind noise spectra. Handle time-varying data.

3

Voxelize for GPU (fVDB / NanoVDB)

Convert processed data into NVIDIA's sparse voxel format for microsecond GPU queries. "What is the temperature here?" can be answered instantly for any point in the water column. Output: .nvdb files.

4

Build 3D Scene (Isaac Sim / USD)

Generate seafloor mesh with collision physics and sediment materials. Load ocean volume as queryable fVDB grid. Place vehicle 3D models. Set up camera, lighting, sky, and ocean surface. Assembled as a USD scene in Omniverse.

5

Simulate

Main loop: advance physics, update vehicle positions from hydrodynamic forces, query ocean at each position, feed sensors to guidance, repeat. Telemetry streams to the C2 UI or logs for post-mission analysis.

Pre-Built Locations

Five real-world environments are included and ready to simulate.

NARRAGANSETT BAY

Fisk Rock, Rhode Island

Primary test environment. Multiple resolutions from 0.5m to 3m. Ocean currents with tidal and wind-driven components. 8 bathymetry variants.

DABOB BAY

Washington State

Fjord-like environment with steep sidewalls. 10m and 90m variants. Ideal for testing navigation in constrained waterways. Used in primary SDK examples.

EAST RIVER

New York

Strong tidal currents in an urban waterway. Tests vehicle performance in high-current environments with complex flow patterns.

PUERTO RICO

Caribbean

Multiple resolutions (3m, 10m, 90m). Tropical conditions with different temperature and salinity profiles. Deep to shallow transitions.

How a Simulation Runs
A walkthrough of what happens when you launch an ASPEN simulation — from startup to results.
1

Initialize Environment

Isaac Sim starts (with or without a visible 3D window). The USD stage is created — an empty 3D world. Physics engine and timeline are initialized.

2

Load the Ocean

Bathymetry mesh generated from pre-processed data with collision physics and sediment materials. Ocean volume loaded as fVDB grid. Optionally add surface rendering and sky assets.

3

Spawn Vehicles

USD vehicle models placed at starting positions. Each gets a physics model (6-DOF), sensor suite, and guidance system from YAML config. GPU-batched physics manager handles all vehicles in parallel.

4

Define the Mission

Waypoints set programmatically, from config, or through the C2 UI. Guidance computes heading/depth commands. Constraints applied (max depth, speed, battery).

5

Run the Simulation Loop

This loop repeats every time step (typically 1/60th of a second):

a. Query ocean conditions at each vehicle's position (temperature, salinity, current velocity)
b. Guidance computes steering commands (pitch, yaw) based on position vs. next waypoint
c. Physics model calculates forces — thrust, drag, buoyancy, ocean currents
d. Integrate equations of motion for new position, velocity, orientation
e. Update sensors — sonar, INS, pressure read new state with noise
f. Update 3D scene — vehicle models move to new positions
g. Optionally run acoustic propagation for sound coverage
h. Log telemetry and stream to C2 UI

6

Analyze Results

Review vehicle tracks, sensor coverage, acoustic propagation, energy consumption, and mission success metrics. Compare planned vs. actual paths. Identify where currents pushed vehicles off course.

Scale With GPU Power

On a single RTX GPU, ASPEN simulates ~10–20 vehicles in real time. On the NPS DGX GB300 (72 Blackwell Ultra GPUs, 20+ TB GPU memory, 1+ exaFLOP), the same simulation scales to hundreds of vehicles or thousands of Monte Carlo variants in parallel — fleet-scale research and AI training not possible on a single machine.

Data Formats & File Types
A quick reference for the specialized file formats ASPEN works with.
.usd
Universal Scene Description — 3D models, scenes, materials. Standard for all vehicle models and viz assets.
.nvdb
NanoVDB Voxel Grid — GPU-optimized sparse volumetric data for ocean and bathymetry.
.nc
NetCDF — Standard scientific data for gridded ocean and atmospheric data.
.zarr
Zarr Store — Chunked array storage for very large atmospheric datasets.
.tiff
GeoTIFF — Georeferenced raster images for bathymetry DEMs.
.yaml
YAML Config — Vehicle parameters, sim settings, waypoints, physics constants.
.usda
USD ASCII — Human-readable USD for ocean rendering and OmniGraph programs.
.mdl
Material Definition — NVIDIA shaders for water, sand, metal surfaces.
Summary

What Makes ASPEN Unique

Hardware Requirements