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
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Terramechanics based terrain deformation for real-time off-road vehicle simulation
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
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Although a great deal of research effort has been devoted to the realistic and efficient rendering of terrain data, the existing research mainly focuses on displaying static terrain. The realistic simulation of dynamic terrain, including vehicle-terrain interactions, is absent in most 3D graphical applications. In this paper, we present a new GPU-based algorithm for dynamic terrain simulation. A key component of this algorithm is a Dynamically-Displaced Height Map (DDHM) which is generated and manipulated on the GPU. In addition, our method achieves real-time performance by using new features of the latest graphics hardware and shader technology. We demonstrate our algorithm by simulating a ground vehicle traveling on soft terrain. Our algorithm is particularly useful for ground based visual simulation applications as well as 3D games.