Real-time rendering and physics of complex dynamic terrains modeled as CSG trees of DEMs carved with spheres
We present a novel proposal for modeling complex dynamic terrains that offers real-time rendering, dynamic updates and physical interaction of entities simultaneously. We can capture any feature from landscapes including tunnels, overhangs and caves, and we can conduct a total destruction of the ter...
| Autores: | , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2023 |
| País: | España |
| Institución: | Universitat Politècnica de Catalunya (UPC) |
| Repositorio: | UPCommons. Portal del coneixement obert de la UPC |
| Idioma: | inglés |
| OAI Identifier: | oai:upcommons.upc.edu:2117/393737 |
| Acceso en línea: | https://hdl.handle.net/2117/393737 https://dx.doi.org/10.1016/j.cag.2023.06.019 |
| Access Level: | acceso abierto |
| Palabra clave: | Real-time data processing Real-time programming Soil erosion Terrain modeling CSG Terrain erosion Temps real (Informàtica) Programació en temps real Sòls--Erosió Àrees temàtiques de la UPC::Informàtica::Arquitectura de computadors |
| Sumario: | We present a novel proposal for modeling complex dynamic terrains that offers real-time rendering, dynamic updates and physical interaction of entities simultaneously. We can capture any feature from landscapes including tunnels, overhangs and caves, and we can conduct a total destruction of the terrain. Our approach is based on a Constructive Solid Geometry tree, where a set of spheres are subtracted from a base Digital Elevation Model. Erosions on terrain are easily and efficiently carried out with a spherical sculpting tool with pixel-perfect accuracy. Real-time rendering performance is achieved by applying a one-direction CPU–GPU communication strategy and using the standard depth and stencil buffer functionalities provided by any graphics processor. |
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