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 |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/26412
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