2006 | OriginalPaper | Buchkapitel
Real-Time GPU-Based Simulation of Dynamic Terrain
verfasst von : Anthony S. Aquilio, Jeremy C. Brooks, Ying Zhu, G. Scott Owen
Erschienen in: Advances in Visual Computing
Verlag: Springer Berlin Heidelberg
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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.