Terrain Streaming for Real-Time Vehicle Dynamics

2024-01-2659

04/09/2024

Features
Event
WCX SAE World Congress Experience
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
DOI
https://doi.org/10.4271/2024-01-2659
Pages
10
Citation
Brudnak, M., "Terrain Streaming for Real-Time Vehicle Dynamics," SAE Technical Paper 2024-01-2659, 2024, https://doi.org/10.4271/2024-01-2659.
Additional Details
Publisher
Published
Apr 09
Product Code
2024-01-2659
Content Type
Technical Paper
Language
English