A GPU-based level of detail system for the real-time simulation and rendering of large-scale granular terrain
| dc.contributor.author | Leach, Craig | |
| dc.contributor.author | Marais, Patrick | |
| dc.contributor.editor | Skala, Václav | |
| dc.date.accessioned | 2017-11-08T07:23:51Z | |
| dc.date.available | 2017-11-08T07:23:51Z | |
| dc.date.issued | 2014 | |
| dc.description.abstract-translated | 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. | en |
| dc.format | 10 s. | cs |
| dc.format.mimetype | application/pdf | |
| dc.identifier.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. | en |
| dc.identifier.isbn | 978-80-86943-71-8 | |
| dc.identifier.uri | wscg.zcu.cz/WSCG2014/!!_2014-WSCG-Communication.pdf | |
| dc.identifier.uri | http://hdl.handle.net/11025/26412 | |
| dc.language.iso | en | en |
| dc.publisher | Václav Skala - UNION Agency | cs |
| dc.relation.ispartofseries | WSCG 2014: communication papers proceedings | en |
| dc.rights | @ Václav Skala - UNION Agency | cs |
| dc.rights.access | openAccess | en |
| dc.subject | úroveň detailu | cs |
| dc.subject | terén | cs |
| dc.subject | vykreslování | cs |
| dc.subject | simulace | cs |
| dc.subject.translated | level of detail | en |
| dc.subject.translated | terrain | en |
| dc.subject.translated | rendering | en |
| dc.subject.translated | simulation | en |
| dc.title | A GPU-based level of detail system for the real-time simulation and rendering of large-scale granular terrain | en |
| dc.type | konferenční příspěvek | cs |
| dc.type | conferenceObject | en |
| dc.type.status | Peer-reviewed | en |
| dc.type.version | publishedVersion | en |
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