Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Hardware accelerated per-pixel displacement mapping
GI '04 Proceedings of the 2004 Graphics Interface Conference
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Real-time bump mapped texture shading based-on hardware acceleration
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Real-Time Optimal Adaptation for Planetary Geometry and Texture: 4-8 Tile Hierarchies
IEEE Transactions on Visualization and Computer Graphics
ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series)
ShaderX3: Advanced Rendering with DirectX and OpenGL (Shaderx Series)
A GPU based interactive modeling approach to designing fine level features
GI '07 Proceedings of Graphics Interface 2007
Catmull-Clark subdivision for geometry shaders
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
ACM SIGGRAPH Asia 2008 papers
Parallel view-dependent tessellation of Catmull-Clark subdivision surfaces
Proceedings of the Conference on High Performance Graphics 2009
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Terrain constitutes an important part of many virtual environments. In computer games or simulations it is often useful to allow the user to modify the terrain since this can help to foster immersion. Unfortunately, real-time deformation schemes can be expensive and most game engines simply substitute proxy geometry or use texturing to create the illusion of deformation. We present a new terrain deformation framework which is able to produce persistent, real-time deformation by utilising the capabilities of current generation GPUs. Our method utilises texture storage, a terrain level-of-detail scheme and a tile-based terrain representation to achieve high frame rates. To accommodate a range of hardware, we provide deformation schemes for hardware with and without geometry tessellation units. Deformation using the fragment shader (no tessellation) is significantly faster than the geometry shader (tessellation) approach, although this does come at the cost of some high resolution detail. Our tests show that both deformation schemes consume a comparatively small proportion of the GPU per frame budget and can thus be integrated into more complex virtual environments.