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
Link To Document