Terrain Streaming for Real-Time Vehicle Dynamics

Features
Event
Authors Abstract
Content
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.
Meta TagsDetails
Pages
10
Citation
Brudnak, M., "Terrain Streaming for Real-Time Vehicle Dynamics," SAE Int. J. Adv. & Curr. Prac. in Mobility 7(2):877-887, 2025, .
Additional Details
Publisher
Published
Apr 9, 2024
Product Code
2024-01-2659
Content Type
Journal Article
Language
English