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Terrain Streaming for Real-Time Vehicle Dynamics US Army DEVCOM GVSC
- Format:
- Book
- Conference/Event
- Author/Creator:
- Brudnak, Mark, author.
- Conference Name:
- WCX SAE World Congress Experience (2024-04-16 : Detroit, Michigan, United States)
- Language:
- English
- Physical Description:
- 1 online resource cm
- Place of Publication:
- Warrendale, PA SAE International 2024
- Summary:
- This paper describes an approach to integrating high-fidelity vehicle dynamics with a high-fidelity gaming engine, specifically with respect to terrain. The work is motivated by the experimental need to have both high-fidelity visual content with high-fidelity vehicle dynamics to drive a motion base simulator. To utilize a single source of terrain information, the problem requires the just-in-time sharing of terrain content between the gaming engine and the dynamics model. The solution is implemented as a client-server with the gaming engine acting as a stateless server and the dynamics acting as the client. The client is designed to actively maintain a locally cashed terrain grid around the vehicle and actively refresh it by polling the server in an on-demand mode of operation. The paper discusses the overall architecture, the protocol, the server, and the client designs. A practical implementation is described and shown to effectively function in real-time. The benefit of the server architecture is demonstrated through an automated scanning client implemented in Python. Design decisions are discussed throughout
- Notes:
- Vendor supplied data
- Publisher Number:
- 2024-01-2659
- Access Restriction:
- Restricted for use by site license
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