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
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
We describe a highly efficient method for simulation of particulate materials at the granular level ...
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...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We introduce a particle-based simulation method for granular material in interactive frame rates. We...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Height field terrain rendering is an important aspect of GIS, outdoor virtual reality applicationssu...
Terrain constitutes an important part of many virtual environments. In computer games or simulations...
Real-time rendering of large terrains has several important applications. Hence, many methods have b...
This project is an implementation of an editable terrain system. By maintaining an octree of volumet...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Includes bibliographical references (leaves 147-160).Many real-time computer games contain virtual w...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
We describe a highly efficient method for simulation of particulate materials at the granular level ...
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...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
We introduce a particle-based simulation method for granular material in interactive frame rates. We...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Height field terrain rendering is an important aspect of GIS, outdoor virtual reality applicationssu...
Terrain constitutes an important part of many virtual environments. In computer games or simulations...
Real-time rendering of large terrains has several important applications. Hence, many methods have b...
This project is an implementation of an editable terrain system. By maintaining an octree of volumet...
Terrains are challenging geometric objects for real-time rendering and interactive manipulation. Sta...
Includes bibliographical references (leaves 147-160).Many real-time computer games contain virtual w...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
We describe a highly efficient method for simulation of particulate materials at the granular level ...