UCT CS Research Document Archive

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.

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Abstract

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
terrain rendering
simulation
Subjects:I Computing Methodologies: I.3 COMPUTER GRAPHICS
J Computer Applications: J.8 MISCELLANEOUS
I Computing Methodologies: I.6 SIMULATION AND MODELING
ID Code:943
Deposited By:Marais, Patrick
Deposited On:19 August 2014
Alternative Locations:http://wscg.zcu.cz/WSCG2014/!!_2014-WSCG-Communication.pdf