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 enco...
International audienceMotivated by the importance of having real-time feedback in sketch-based model...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...
We describe a system that is able to efficiently render large-scale particle-based granular terrains...
We describe a system that is able to efficiently render large-scale particle-based granular terrains...
Includes bibliographical referencesReal-time computer games and simulations often contain large virt...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
We introduce a particle-based simulation method for granular material in interactive frame rates. We...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
Deformation of terrain is a natural component in real life. A car driving over a muddy area creates ...
Accurate terrain representation takes a very significant role in making a scene more realistic. In t...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
This project is an implementation of an editable terrain system. By maintaining an octree of volumet...
International audienceMotivated by the importance of having real-time feedback in sketch-based model...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...
We describe a system that is able to efficiently render large-scale particle-based granular terrains...
We describe a system that is able to efficiently render large-scale particle-based granular terrains...
Includes bibliographical referencesReal-time computer games and simulations often contain large virt...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
We introduce a particle-based simulation method for granular material in interactive frame rates. We...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
Deformation of terrain is a natural component in real life. A car driving over a muddy area creates ...
Accurate terrain representation takes a very significant role in making a scene more realistic. In t...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
This project is an implementation of an editable terrain system. By maintaining an octree of volumet...
International audienceMotivated by the importance of having real-time feedback in sketch-based model...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...