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

Использование физических движков компьютерных игр для моделирования потоков материалов в системах с аппаратным контуром: преимущества, требования и практический опыт
Philipp Neher, Armin Lechler
2015-07-01

control system verificationgame physics engineshardware-in-the-loop simulationmaterial flow simulationreal-time simulation
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.
1
Existing physics engines from video games and movie animation can be used to simulate material flows with a high degree of realism.
2
Real-time simulation capability is necessary for integrating these physics-engine-based models into hardware-in-the-loop setups for testing and verifying control systems.
3
The paper identifies and discusses practical problems and obstacles encountered while realizing this simulation approach.
4
The proposed approach requires specific implementation work to adapt general-purpose game physics engines to material-flow applications.

hardware-in-the-loop material flow simulation using game physics engines

the real-time simulation fidelity, requirements, benefits, and implementation challenges for testing and verifying control systems

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2015-07-01
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Philipp Neher
Armin Lechler
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