A GPU-Based Level of Detail System for the Real-Time Simulation and Rendering of Large-Scale Granular Terrain
Leach, Craig and Patrick Marais (2014) A GPU-Based Level of Detail System for the Real-Time Simulation and Rendering of Large-Scale Granular Terrain. In Skala, Vaclav, Eds. Proceedings 22nd International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2014), Plzen, Czech Republic.
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.
|EPrint Type:||Conference Paper|
|Keywords:||Level of detail|
|Subjects:||I Computing Methodologies: I.3 COMPUTER GRAPHICS|
J Computer Applications: J.8 MISCELLANEOUS
I Computing Methodologies: I.6 SIMULATION AND MODELING
|Deposited By:||Marais, Patrick|
|Deposited On:||19 August 2014|