Leach, Craig and Marais, Patrick (2014) A GPU-Based Level of Detail System for the Real-Time Simulation and Rendering of Large-Scale Granular Terrain, Proceedings of 22nd International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2014), June 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.
Item Type: | Conference paper |
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Additional Information: | ISBN: 978-80-86943-71-8 |
Uncontrolled Keywords: | Level of detail terrain rendering simulation |
Subjects: | Computing methodologies > Computer graphics Applied computing Computing methodologies > Modeling and simulation |
Alternate Locations: | http://wscg.zcu.cz/WSCG2014/!!_2014-WSCG-Communication.pdf |
Date Deposited: | 19 Aug 2014 |
Last Modified: | 10 Oct 2019 15:32 |
URI: | http://pubs.cs.uct.ac.za/id/eprint/943 |
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