• Title/Summary/Keyword: Real-time Simulation

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A study on game physics engine focused on real time physics (물리 엔진에 관한 고찰 : 실시간 물리 기술을 중심으로)

  • Ha, You-Jong;Park, Kyoung-Ju
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.43-52
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    • 2009
  • This paper analyzes the four game physics engines in terms of real time techniques. Real time physics is the technology that simplifies the physics-based simulation to apply for the real time applications such as game. Our study includes two commercial physics engines, Havok's Physics SDK and NVIDIA's PhysX SDK, and two open source projects, Open Dynamics Engine and Bullet physics engine. As a result, most of them covers rigid body dynamics and some include either deformable body simulation or fluids simulation, or both. For real time simulation, they adopt the simplified numerical methods, the effective in collision detection/response, and also use the parallel processing hardwares, i.e., multi core CPU, Physics processing unit(PPU), or graphics processing unit(GPU).

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Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4120-4132
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    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.

A Dynamic Modeling of 6×6 Skid Type Vehicle for Real Time Traversability Analysis over Curved Driving Path (곡선주행 실시간 주행성 분석을 위한 스키드 차량의 동역학 모델링)

  • Joo, Sang-Hyun;Lee, Ji-Hong
    • Journal of Institute of Control, Robotics and Systems
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    • v.18 no.4
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    • pp.359-364
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    • 2012
  • Real-Time Traversability should be analyzed from the equiped sensors' data in real time for autonomous outdoor navigation. However, it is difficult to find out such traversability that considers the terrain roughness and the vehicle dynamics especially in case of skid type vehicle. The traversability based on real time dynamic analysis was proposed to solve such problem but in navigation with strait driving path. To adapt the method into the navigation with curved driving path, a path following controller should be incorporated into the dynamic model even though it cause the real time problem. In this paper, a dynamic model is proposed to solve the real time problem in the traversability analysis based on real time dynamic simualtion. The dynamic model contains the control dummy which is connected to the vehicle body with a universal joint to follow the curved path without controller. Simulation and experimental results on $6{\times}6$ articulated unmanned ground vehicle demonstrate the method's effectiveness and applicability into the traversability analysis on terrain with bumps.

Faster-than-real-time Hybrid Automotive Underwater Glider Simulation for Ocean Mapping

  • Choi, Woen-Sug;Bingham, Brian;Camilli, Richard
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.3
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    • pp.441-450
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    • 2022
  • The introduction of autonomous underwater gliders (AUGs) specifically addresses the reduction of operational costs that were previously prohibited with conventional autonomous underwater vehicles (AUVs) using a "scaling-down" design philosophy by utilizing the characteristics of autonomous drifters to far extend operation duration and coverage. Long-duration, wide-area missions raise the cost and complexity of in-water testing for novel approaches to autonomous mission planning. As a result, a simulator that supports the rapid design, development, and testing of autonomy solutions across a wide range using software-in-the-loop simulation at faster-than-real-time speeds becomes critical. This paper describes a faster-than-real-time AUG simulator that can support high-resolution bathymetry for a wide variety of ocean environments, including ocean currents, various sensors, and vehicle dynamics. On top of the de facto standard ROS-Gazebo framework and open-sourced underwater vehicle simulation packages, features specific to AUGs for ocean mapping are developed. For vehicle dynamics, the next-generation hybrid autonomous underwater gliders (Hybrid-AUGs) operate with both the buoyancy engine and the thrusters to improve navigation for bathymetry mappings, e.g., line trajectory, are is implemented since because it can also describe conventional AUGs without the thrusters. The simulation results are validated with experiments while operating at 120 times faster than the real-time.

Object Oriented Real Time Distributed Programming and Time-triggered Message-triggered Object(TMO) Scheme

  • Kim, Gwang-Jun;Ra, Sang-Dong;Bae, Chul-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.10A
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    • pp.990-999
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    • 2002
  • The object-oriented(OO) distributed real-time(RT) programming movement started in 1990's and is growing rapidly at this turn of the century. Distributed real-time simulation is a field in its infancy but it is bounded to receive steadily growing recognition for its importance and wide applicability. The scheme is called the distributed time-triggered simulation scheme which is conceptually simple and easy to use but widely applicable. A new generation object oriented(OO) RT programming scheme is called the time-triggered message triggered object(TMO) programming scheme and it is used to make specific illustrations of the issues. The TMO structuring scheme is a general-style components structuring scheme and supports design of all types of component including hard real time objects and non real time objects within one general structure.

Bounding Space Management for Real-time Visual Simulation of GK-DEVS (GK-DEVS의 실시간 시각 시뮬레이션을 위한 외곽공간의 관리)

  • 황문호
    • Journal of the Korea Society for Simulation
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    • v.11 no.4
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    • pp.1-14
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    • 2002
  • This paper presents bounding space(BS) management for real-time visual simulation when using GK-DEVS models. Since GK-DEVS, extended from DEVS formalism, has information of 3D geometry and 3D hierarchical structure, we employs three types of bounding spaces: BS of its own shape, BS of its children GK-DEVS, and total BS. In addition to next-event scheduling functionality of previous GK-Simulator, its abstract simulation algorithms is extended to manage the three types of BSs so that BSs can be utilized in the rendering process of a renderer, so called GK-Renderer, We have implemented the method and evaluated it with an automated manufacturing system. In the case study, the proposed BSs management method showed about 2 times improvement in terms of rendering process speed.

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Applications of online simulation supporting PWR operations

  • Wang, Chunbing;Duan, Qizhi;Zhang, Chao;Fan, Yipeng
    • Nuclear Engineering and Technology
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    • v.53 no.3
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    • pp.842-850
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    • 2021
  • Real Time Simulation (RTS) has long been used in the nuclear power industry for operator training and engineering purposes. And, Online Simulation (OLS) is based on RTS and with connection to the plant information system to acquire the measurement data in real time for calibrating the simulation models and following plant operation, for the purposes of analyzing plant events and providing indicative signs of malfunctioning. An OLS system has been developed to support PWR operations for CPR1000 plants. The OLS system provides graphical user interface (GUI) for operators to monitor critical plant operations for preventing faulty operation or analyzing plant events. Functionalities of the OLS system are depicted through the maneuvering of the GUI for various OLS functional modules in the system.

Development of a real-time simulation method for the power application of the HTS tape (고온초전도 선의 전력 응용을 위한 실시간 시뮬레이션 기법 개발)

  • Kim, Jae-Ho;Park, Dae-Jin;Kang, Jin-Ju;Cho, Jeon-Wook;Sim, Ki-Deok;Park, Min-Won;Yu, In-Keun
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2006.06a
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    • pp.89-90
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    • 2006
  • In this paper, the authors propose the RTDS (Real Time Digital Simulator) simulation method which puts a real HTS (High Temperature Superconducting) tape into the simulated voltage feedback system of HTS tape. To perform the RTDS based simulation, the voltage feedback system of HTS tape with hardware is designed and connected to the RTDS. This simulation method is the world first in order to obtain much better for installation of HTS power cable into a utility network.

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The Development of MILS Software based on RTX for Real-time Imitation of an Inertial Navigation System (관성항법장치의 실시간 모의를 위한 RTX기반의 MILS S/W 개발)

  • Kim, Ki-Pyo;Choi, Jin-Ho;Ahn, Kee-Hyun;Woo, Deog-Young
    • Journal of the Korea Institute of Military Science and Technology
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    • v.14 no.3
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    • pp.353-358
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    • 2011
  • In this paper, we have introduced a Missile In the Loop Simulation(MILS) Software developed for the missile ground test, which is based on a commercial hard real-time operating system(OS) on Windows platform called as Real-Time eXtension(RTX). MILS software makes it possible to test overall system functions of a integrated missile on the ground in the flight conditions by real-time imitating its inertial data. By means of MILS, we have performed missiles ground tests, which result in successful real flight tests.

A Simulation Technique of the Shipboard INS Transfer Alignment Environments using Hardware-In-the-Loop Simulation (HILS를 이용한 함정의 관성항법장치 전달정렬 환경 모의 기법)

  • Kim, Woon-Sik;Yang, Tae-Soo;Kim, Sang-Ha
    • Journal of the Korea Institute of Military Science and Technology
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    • v.14 no.2
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    • pp.181-188
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    • 2011
  • A simulation technique, which simulate dynamic motion and communication environments of ship in the lab, is needed in order to reduce the testing cost when we evaluate the transfer alignment performance of shipboard INS. Hardware-In-the-Loop Simulation(HILS) can be used as an effective test method for those system because it can provide flexible and realistic simulation environments, various test scenario, and repeated test environment in the lab without additional cost and person. This paper presents the methods for implementing the real time HILS environment for testing transfer alignment performance of shipboard INS. It includes real time executive for controlling realtime simulation and calculating the ship motion, communication method for interfacing between the systems, and coordinate transformation method for converting real ship coordinate attitude data to lab coordinate attitude data.