Author: Silvano de Gennaro <Silvano.de.Gennaro@cern.ch>
This document proposes the developement of a web-based general purpose crane simulator within the contest of LHC design. Based upon technology similar to aircraft and vehicle simulators, the Virtual Crane would reproduce realistically the movements, operations and limits of the bridge cranes to be installed in the LHC premises. Using a hardware and/or software reproduction of the future control interfaces, the Virtual Crane operators would be able to interactively drive one or several Virtual Cranes simultaneously, moving objects in the LHC virtual prototypes, and simulating detector assembly phase by phase. These simulations, stored as VRML animations, can later be played back, modified, filmed from different viewpoints, and finally they may eventually be used to digitally control the real cranes during detector assembly.
This document consists of an introduction to simulator technology, followed by a thourough description of the Virtual Crane idea and its implementation phases, and concludes with the its possible future development in the domain of robotic control.
The VENUS project produced in May '96 some graphical animations which, using the i3D software, demonstrated the possibility of reducing the diameter of the ATLAS main shaft from 26mt to 18mt. This reduction involves pivoting the 200T toroid magnets to descend vertically in the shaft, then pivoting them again in the pit to be placed and assembled horizontally. This pivoting in performed by simultaneous actions by two bridge cranes, both at the surface and in the pit. Available software today cannot reproduce the physics involved in this operation. In order to carefully plan and simulate the complex operations needed for the assembly of each detector part, the VENUS project intends to develop a crane simulator tool.
If aircraft and vehicle simulators are mainly intended to train a human's piloting skills, or to evaluate ergonomic appreciation of the vehicle before construction, a crane simulator would go even further, becoming a central part of the detector assembly. Designed as a general, configurable toolkit, the simulator could easily impersonate all the kinds of cranes to be used in the LHC complex. Equipped by software and hardware control interfaces, the simulator would give the operator the look and feel of the real crane, operating within the detector's CAD representation. The simulator could offer several degrees of immersion in the virtual environment:
The basic "on screen" version consists of a functional crane simulation layered over the Virtual Prototypes as available from the VENUS website. It could be developed in 6 months at the most.
The "immersive" cabin will be equipped by a real control board, identical to the wearable radio control desks that will be used in the pits. Coupled with the use of large stereoscopic screens, this is the equivalent of a proper high-end vehicle simulator (see picture above). The crane driver thinks he/she is operating within the real experimental areas, displacing and assembling objects like in reality. In order to enhance this feeling of immersion, the Virtual Crane must react like the real one, considering collisions, weights, elasticity, cable stretch and hook swing. These features can be implemented progressively, according to the "implementation plan" below. The deeper the immersion, the easier and more realistic will be the manipulations and their effects. We have no doubts that such a tool will become immediately useful to the experimental areas assembly planning, even in its earliest phases.
The Virtual Crane can be implemented in three phases:
Manpower estimate: 6 man/month (tech. student) + 10 days consultancy (JF. Balaguer)
Manpower estimate: 18 man/month (fellow or associate) + 18 days consultancy (JF. Balaguer)
Manpower estimate: contract
Virtual Reality has introduced a totally new way of using robots. By the intermediate of a Virtual Prototype, the operator only works on graphic representations of objects, using "Virtual Tools". The action performed in the Virtual Environment, is then transitted on line (Telepresence) or after validation (Delayed Teleoperation) to a robot, which is programmed automatically as a byproduct of using the Virtual Tool. The result is the elimination (or at least minimization)of the human error factor from the construction budget.