Using game engines in visualizations and simulations of the bridges in the E39 fjord crossings project.
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Bibliografische Angaben
Autor(en): |
Preben Ren Madsen
(Norwegian Public Roads Administration, Hamar, Norway)
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Medium: | Tagungsbeitrag | ||||
Sprache(n): | Englisch | ||||
Tagung: | IABSE Symposium: Engineering the Future, Vancouver, Canada, 21-23 September 2017 | ||||
Veröffentlicht in: | IABSE Symposium Vancouver 2017 | ||||
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Seite(n): | 1707-1710 | ||||
Anzahl der Seiten (im PDF): | 4 | ||||
Jahr: | 2017 | ||||
DOI: | 10.2749/vancouver.2017.1707 | ||||
Abstrakt: |
As part of the design, development and planning of the E39 fjord crossing project, the Norwegian Public Roads Administration (NPRA) is looking at the possibility of using game engines for real time rendering and animations of the bridge concepts. The development of the visualization tools in the gaming industry, with the likes of Virtual Reality (VR), Augmented Reality (AR) and more advanced game engines, enables much more detailed models than what has been possible before. The NPRA would like to use these tools as an aid in the design, construction, maintenance and operation of the fjord crossings. By introducing 3D-models of the constructions and the terrain in all stages of the project, the models can be imported and further developed in 3d-modelling programs and game engines used by the game industry in order to create advanced visualizations and simulations. This paper demonstrates how game engines can be used as a tool to incorporate scientific data and analysis and display these data through real time visualizations and simulations. In this case, the horizontal mode of the two TLPs due to wind, current and wave forces. |
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Stichwörter: |
Modellbildung 3D
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