BMW 330 CABRIOLET BROCHURE 2010 Wartungshandbuch Seite 11

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The projection screen (top) shows, with millimetre precision, what the future automobile
will look like. Details can be enlarged to any desired magnifi cation.
EXPERIENCE
TOMORROW, TODAY.
To create the perfect automobile, BMW designers and engineers
do much of their work in a computer-generated virtual reality.
This enables early design verifi cation, shortening development
cycles and saving resources.
The future automobile can be viewed from any perspective. You can zoom
in and out, and turn the car in any direction. You can open the doors, or look
under the bonnet. You can even get in and take a seat. But this automobile,
as convincing as it may look, is not made of metal and plastic – it consists
of data, an unimaginably huge amount of data, converted into spatial images
by high-performance computers. They feel as real as reality, even though
they are only a simulation. Virtual Reality (VR) is the watchword of today’s
automotive engineers. In the past, it was necessary to create several
prototypes in order to test various modules. Today, designers, developers
and product engineers in the BMW Research and Innovation Centre work
on a single digital model which they optimise on screen. This protects the
environment, lowers costs and shortens the development cycle. In addition
VR enables the early assessment of design alternatives. Each design can
be visually represented, evaluated and compared. A D model is generated
How to turn the two dimensions of a screen display into three: in the
so-called CAVE (below) the driver feels as though they were actually
sitting in a car and driving through a landscape. In this way, the cockpit
ergonomics for example can be tested.
based on the design. To do this, the computer subdivides the vehicle
into tiny triangles, or polygons, placing over the design a virtual grid which
describes the car’s geometry.
In this virtual world, designers and engineers can view the future automobile
and can move around in it. In the so-called CAVE (Cave Automated Virtual
Environment) the observer, sitting on a car seat, is surrounded by walls
that have real-time moving images projected onto them. In this way, the
viewer gains the realistic impression of a cockpit with all its switches,
displays and a natural landscape surrounding the car. A radio signal
provided by special D glasses tells the computers what the person is
currently looking at, and a data glove enables them to operate the car’s
controls. This allows verifi cation of the cockpit’s layout and ergonomics.
The software is so clever that it even displays light refl ections in the car’s
windows and the quality of the materials. In this way, the designers can
enjoy their fi rst test drive before the fi rst prototype is built.
Despite its amazing degree of realism, virtual reality is only one tool in
the design and development of a new automobile. It is no substitute for
creativity, experience and intuition. Even today, every automobile design
begins with a sketch – still the quickest way to visualise an idea. And of
course the designer also has to be able to see and work on a full-scale
clay model, to get a sense for the feel of the design and to be able to
develop and perfect the unmistakable character of every new BMW. The
computer has simplifi ed and accelerated much in the design process,
but for a fi nal understanding designers still need to be able to touch and
feel the actual design in the form of a physical model.
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