Modeling soil: realtime dynamic models for soil slippage and manipulation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Multi-resolution dynamic meshes with arbitrary deformations
Proceedings of the conference on Visualization '00
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Real-time visualization of dynamic terrain for ground vehicle simulation
Real-time visualization of dynamic terrain for ground vehicle simulation
Physically-based modeling and real-time simulation of terrain cratering and fragmentation due to explosions
Exploiting frame-to-frame coherence for rendering terrain using continuous LOD
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Dynamic terrain LOD with region preservation in 3d game engine
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Research of dynamic terrain in complex battlefield environments
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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In off-road simulation, the terrain is being modified as a result of its interaction with the vehicles. Previous methods dealing with tire tracks are to animate tire tracks and have no interactivity. In this paper, we describe a method to render tire tracks in dynamic terrain. In the base of hierarchical structure for terrain LOD, hierarchical structure starts at a resolution sufficient to represent the initial terrain, and then increases the resolution wherever necessary at the modified terrain regions. To avoid the cracks at the boundary between terrain cells, which are modified and increased the resolution, an algorithm based on window-scanning avoids cracks between neighboring cells in the 2×2 window is given. This algorithm avoids the transfer of cracks effectively through guaranteeing the results after window scanning will not impact the edges processed previously. The results of experiments show that not only this algorithm avoids crack effectively, but also the cost of computing is very low.