Using game physics engines for hardware-in-the-loop material flow simulations: benefits, requirements and experiences

Philipp Neher, A. Lechler
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引用次数: 4

Abstract

Object of this paper is the proposal of using existing physics engines mainly deployed in video games and movie animations for simulating material flow applications with a high degree of reality. Since the actual control systems are supposed to be tested and verified using this simulation it has to possess real-time capabilities for usage with a hardware-in-the-loop simulation setup. This paper illustrates why such a simulation is necessary concerning the considered application. In addition, the required work items to achieve this approach are presented. During the realization, encountered problems and obstacles are commented on as well.
使用游戏物理引擎的硬件在环物料流模拟:好处,要求和经验
本文的研究对象是利用现有的主要部署在电子游戏和电影动画中的物理引擎来模拟具有高度真实感的物质流应用的建议。由于实际控制系统应该使用该仿真进行测试和验证,因此它必须具有与硬件在环仿真设置一起使用的实时功能。本文说明了为什么对于所考虑的应用程序,这样的模拟是必要的。此外,还介绍了实现此方法所需的工作项。并对实现过程中遇到的问题和障碍进行了评述。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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