A real-time modelling and simulation platform for virtual engineering design and analysis
- The ability to perform credible CFD simulations at accelerated speeds has opened up the potential for a new use-mode for CFD as a tool in engineering: the application of CFD for first-order parameter-space exploration, analysis, and design com- munication. When coupled with a suitable real-time rendering and interaction capability for in-situ visualisation and manipulation of 3D results, CFD may be used as part of an interactive design tool in virtual engineering. These steerable applications represent a paradigm shift in the application of CFD for engineering and offer the potential to transform the way CFD is used within the industry. This article presents developments towards a production-ready virtual wind tunnel including presentation of an integrated, interactive modelling and simulation tool for aerodynamic design and analysis built using the Unreal Engine 4 game engine. The virtual wind tunnel application provides a mechanism for integrating virtual reality observation, navigation, visualisation and in-game interaction with aThe ability to perform credible CFD simulations at accelerated speeds has opened up the potential for a new use-mode for CFD as a tool in engineering: the application of CFD for first-order parameter-space exploration, analysis, and design com- munication. When coupled with a suitable real-time rendering and interaction capability for in-situ visualisation and manipulation of 3D results, CFD may be used as part of an interactive design tool in virtual engineering. These steerable applications represent a paradigm shift in the application of CFD for engineering and offer the potential to transform the way CFD is used within the industry. This article presents developments towards a production-ready virtual wind tunnel including presentation of an integrated, interactive modelling and simulation tool for aerodynamic design and analysis built using the Unreal Engine 4 game engine. The virtual wind tunnel application provides a mechanism for integrating virtual reality observation, navigation, visualisation and in-game interaction with a flow field simulated using our own GPU-accelerated CFD library based on the lattice-Boltzmann method. Objects may be imported from CAD or reconstructed using Microsoft Kinect-based 3D scanning. Simulation parameters may be modified at run-time by the user. The flow solver has been validated against experimental data for a representative tur- bulent flow and demonstrates excellent agreement with available data.…
Verfasserangaben: | Adrian R. G. Harwood, Petra Wenisch, Alistair J. Revell |
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URL: | http://congress.cimne.com/eccm_ecfd2018/admin/files/filePaper/p504.pdf |
Titel des übergeordneten Werkes (Deutsch): | Proceedings of 6th European Conference on Computational Mechanics (ECCM 6) and 7th European Conference on Computational Fluid Dynamics (ECFD 7) |
Dokumentart: | Konferenzveröffentlichung |
Sprache: | Englisch |
Datum der Veröffentlichung (online): | 09.03.2022 |
Jahr der Erstveröffentlichung: | 2018 |
Veröffentlichende Institution: | Fachhochschule Potsdam |
Urhebende Körperschaft: | European Community on Computational Methods in Applied Sciences (ECCOMAS) |
Datum der Freischaltung: | 09.03.2022 |
GND-Schlagwort: | Virtuelle Realität; Grafikprozessor; Gitter-Boltzmann-Methode; Spiel-Engine |
Seitenzahl: | 11 |
Fachbereiche und Zentrale Einrichtungen: | FB3 Bauingenieurwesen |
DDC-Klassifikation: | 500 Naturwissenschaften und Mathematik / 510 Mathematik |
Lizenz (Deutsch): | ![]() |