• DocumentCode
    1835534
  • Title

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

  • Author

    Neher, Philipp ; Lechler, Armin

  • Author_Institution
    Inst. for Control Eng. of Machine Tools & Manuf. Units (ISW), Univ. of Stuttgart, Stuttgart, Germany
  • fYear
    2015
  • fDate
    7-11 July 2015
  • Firstpage
    1002
  • Lastpage
    1007
  • 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.
  • Keywords
    computer games; materials science computing; control systems; game physics engines; hardware-in-the-loop material flow simulations:; material flow application simulation; movie animations; real-time capabilities; reality degree; video games; Control systems; Engines; Kernel; Kinematics; Mathematical model; Real-time systems;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Advanced Intelligent Mechatronics (AIM), 2015 IEEE International Conference on
  • Conference_Location
    Busan
  • Type

    conf

  • DOI
    10.1109/AIM.2015.7222670
  • Filename
    7222670