Physics-Based Watercraft Simulator in Virtual Reality

Kelly B. Ervin, Jonathan Boone, Karl Smink, Gaurav Savant, Keith Martin, Spicer Bak, Shyla Clark
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Abstract

In this paper, watercraft and ship simulation is summarized, and the way that it can be extended through realistic physics is explored. A hydrodynamic, data-driven, immersive watercraft simulation experience is also introduced, using the Unreal Engine to visualize a Landing Craft Utility (LCU) operation and interaction with near-shore waves in virtual reality (VR). The VR application provides navigation scientists with a better understanding of how coastal waves impact landing operations and channel design. FUNWAVE data generated on the supercomputing resources at the U.S. Army Corps of Engineers (USACE) Engineering Research and Development Center (ERDC) are employed, and using these data, a graphical representation of the domain is created, including the vessel model and a customizable VR bridge to control the vessel within the virtual environment. Several dimension reduction methods are being devised to ensure that the FUNWAVE data can inform the model but keep the application running in real time at an acceptable frame rate for the VR headset. By importing millions of data points output from the FUNWAVE version 3.4 software into Unreal Engine, virtual vessels can be affected by physics-driven data.
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基于物理原理的虚拟现实水上模拟器
本文对水上船只和船舶模拟进行了总结,并探讨了通过现实物理学扩展模拟的方法。本文还介绍了一种水动力、数据驱动、沉浸式的水上船只模拟体验,使用虚幻引擎在虚拟现实(VR)中可视化登陆艇(LCU)的操作以及与近岸波浪的互动。VR 应用使导航科学家能够更好地了解海岸波浪如何影响登陆作战和航道设计。美国陆军工程兵部队(USACE)工程研发中心(ERDC)的超级计算资源生成了 FUNWAVE 数据,利用这些数据,创建了该领域的图形表示法,包括船只模型和可定制的 VR 桥,以便在虚拟环境中控制船只。目前正在设计几种降维方法,以确保 FUNWAVE 数据既能为模型提供信息,又能使应用程序以 VR 头显可接受的帧速率实时运行。通过将 FUNWAVE 3.4 版软件输出的数百万个数据点导入虚幻引擎,虚拟船只可以受到物理驱动数据的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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