A GPU-Based Level of Detail System for the Real-Time Simulation and Rendering of Large-Scale Granular Terrain

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.

[img] PDF
WSCG.pdf

Download (25MB)

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
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

Actions (login required)

View Item View Item