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
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Physical Models of Loose Soils Dynamically Marked by a Moving Object
CA '96 Proceedings of the Computer Animation
Real-time visualization of dynamic terrain for ground vehicle simulation
Real-time visualization of dynamic terrain for ground vehicle simulation
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
A momentum-based deformation system for granular material
Computer Animation and Virtual Worlds - CASA 2007
Real-time GPU-based simulation of dynamic terrain
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
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When ground vehicles navigate on soft terrains such as sand, snow and mud, they often leave distinctive tracks. The realistic simulation of such vehicle-terrain interaction is important for ground based visual simulations and many video games. However, the existing research in terrain deformation has not addressed this issue effectively. In this paper, we present a new terrain deformation algorithm for simulating vehicle-terrain interaction in real time. The algorithm is based on the classic terramechanics theories, and calculates terrain deformation according to the vehicle load, velocity, tire size, and soil concentration. As a result, this algorithm can simulate different vehicle tracks on different types of terrains with different vehicle properties. We demonstrate our algorithm by vehicle tracks on soft terrain.