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Showing posts with label Real-time models. Show all posts
Showing posts with label Real-time models. Show all posts

Tuesday, 21 February 2012

University of Nottingham driving simulator

Here is a driving simulator that I worked on for Nottingham University. I contributed both towards the visuals and the implementation of AI cars. Visuals were generated in 3DS Max by using Lidar data for geo-specific placement of objects such as buildings and signs.

I implemented all of the road traffic behaviour in the simulator, this was achieved by researching every junction on the route and applying the appropriate rules and behaviours in Presagis AI Implant

The driving route can be found here.

The simulator is projected 360 degrees which allows for fully panoramic view. Users sit inside a used Mini Cooper with the steering wheel, pedals, gearbox and dashboard controls all connected to the simulator software. The car is also placed on a motion rig, this allows for force feedback which responds accordingly to the car's movements as the simulation is running, allowing for a realistic experience of motion.



Tuesday, 14 February 2012

Race track kerbs

Here are some kerbs that I modelled for an F1 race track that I worked on recently.
Modelling was done in 3DS Max. A combination of the spacing tool and Path deform modifier was used to achieve the curved and accurate shape.

Texturing and bump/specular map were done in Photoshop.

 Saw tooth kerb

 Smooth kerb

Smooth kerb with ridges

Monday, 13 February 2012

Real-time car models

Some models I created when I first joined my company. These were all built for a driving simulator for a German company called KMW. Models were made in 3DS Max then imported into Creator for the addition of 'degrees of freedom' in order to allow wheels and lights to become active.
















Toyota real-time Formula 1 simulator

Here are some videos of the F1 simulator that I worked on for Toyota in 2008. The models are based on Lidar data, which is basically a scan of all of the track and it's surrounds. The data is geo-specific, giving us exact information ranging from the location of trees and buildings, right down to every bump of the track surface.

From this data, we can accurately create and texture the buildings and track features such as run-offs and kerbs. The end result is a lifelike simulation of all of the race tracks, used for training by professional F1 drivers.

Modelling was done in 3DS Max and Creator; texturing in Photoshop.




Videos by AUTOSPORT.com

Real-time Helicopter and Ship models

These were all done for the Royal Navy for use in a marshalling simulator in 2008. Modelling was initially done in 3DS Max, afterwards the models were imported into Presagis Creator where degrees of freedom were added to allow for the motion of wheels, rotor blades and lights in the Simulator. Texturing was done in Photoshop.

All of the model features such as deck markings are precise and conform with the data provided by the Royal navy.