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

Using game physics engines for hardware-in-the-loop material flow simulations: benefits, requirements and experiences
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使用游戏物理引擎进行硬件在环物料流模拟:好处、要求和经验

DOI:
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发表时间:
2015
期刊:
IEEE International Conference on Advanced Intelligent Mechatronics
影响因子:
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通讯作者:
A. Lechler
A. Lechler
中科院分区:
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文献类型:
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作者:
Philipp Neher;A. Lechler

文献摘要

被引文献

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本文的目的是建议使用现有的物理引擎主要部署在视频游戏和电影动画模拟物质流的应用程序具有高度的真实感。由于实际的控制系统应该使用该仿真进行测试和验证,因此必须具有实时功能,以便与硬件在环仿真设置一起使用。本文说明了为什么这样的模拟是必要的考虑应用程序。此外,所需的工作项目,以实现这种方法。并对实现过程中遇到的问题和障碍进行了评述。
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.