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Distributed Simulation and Visualization of Interactive Multibody Systems

机译:交互式多体系统的分布式仿真和可视化

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The technology of immersive Virtual Reality (VR) introduces many additional possibilities of theinteraction for the numerical simulation of Multibody Systems (MBS). In an immersiveVR-Environment the user can manipulate bodies of the concurrently running simulation of MBSwith an input device which usually is a tracked pen. Since the simulated MBS is stereoscopicallypresented in the same 3D room where the user works, the user can manipulate the system intuitivelyand observe the effect of his manipulation immediately.The server/client architecture is employed to construct the programs of the simulation and thevisualization of MBS. The server is used to coordinate the clients and save temporal data. One clientis used for the numerical simulation of MBS while two more clients are used for the stereoscopicvisualization of MBS. We use CORBA to build the server/client architecture.Compared to the manipulation in the real world, the user’s manipulation in VR-Environment is notrestricted. Sometimes this is convenient. However, it may cause the kinematical inconsistence ofMBS. Two categories of approaches have been developed to deal with this inconsistency and modelthe interaction in view of MBS. The approach based on kinematics tries to transform the user’s handmotion in consistent positions, while the approach based on dynamics introduces driving forces intothe system for the simulation of the hand motion. By both approaches the user’s demands can besatisfied.
机译:沉浸式虚拟现实(VR)技术引入了许多其他可能性 多体系统(MBS)数值模拟的交互作用。身临其境 VR-Environment,用户可以操纵同时运行的MBS模拟的主体 使用通常是轨迹笔的输入设备。由于模拟的MBS是立体的 呈现在用户工作所在的同一3D房间中,用户可以直观地操纵系统 并立即观察他操纵的效果。 服务器/客户端体系结构用于构建仿真程序和 MBS的可视化。服务器用于协调客户端并保存临时数据。一位客户 用于MBS的数值模拟,而另外两个用于立体视觉的客户端 MBS的可视化。我们使用CORBA构建服务器/客户端架构。 与现实世界中的操作相比,用户在VR-Environment中的操作不是 受限制的。有时这很方便。但是,这可能会导致运动学上的不一致 MBS。已经开发出两种方法来处理这种不一致和模型 MBS的交互作用。基于运动学的方法试图改变用户的手 在一致的位置运动,而基于动力学的方法将驱动力引入 用于模拟手部动作的系统。通过这两种方法,用户的需求可以 使满意。

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