Title: A GPU-based level of detail system for the real-time simulation and rendering of large-scale granular terrain
Authors: Leach, Craig
Marais, Patrick
Citation: WSCG 2014: communication papers proceedings: 22nd International Conference in Central Europeon Computer Graphics, Visualization and Computer Visionin co-operation with EUROGRAPHICS Association, p. 169-178.
Issue Date: 2014
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
conferenceObject
URI: wscg.zcu.cz/WSCG2014/!!_2014-WSCG-Communication.pdf
http://hdl.handle.net/11025/26412
ISBN: 978-80-86943-71-8
Keywords: úroveň detailu;terén;vykreslování;simulace
Keywords in different language: level of detail;terrain;rendering;simulation
Abstract in different language: We describe a system that is able to efficiently render large-scale particle-based granular terrains in real-time. This is achieved by integrating a particle-based granular terrain simulation with a heightfield-based terrain system, effectively creating a level of detail system. By quickly converting areas of terrain from the heightfield-based representation to the particle-based representation around dynamic objects which collide with the terrain, we are able to create the appearance of a large-scale particle-based granular terrain, whilst maintaining real-time frame rates. The system presented is a proof of concept, to show that such a system may be viable for use in real-time applications in the future, but initial results are encouraging.
Rights: @ Václav Skala - UNION Agency
Appears in Collections:WSCG 2014: Communication Papers Proceedings

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