DocumentCode
3099919
Title
Shader Based Polygon Stitching and Its Application in Deformable Terrain Simulation
Author
Chen, Xiao ; Zhu, Ying
Author_Institution
Dept. of Comput. Sci., Georgia State Univ., Atlanta, GA, USA
fYear
2011
fDate
12-15 Aug. 2011
Firstpage
885
Lastpage
890
Abstract
In this paper, we present a new, shader based polygon stitching algorithm that takes full advantage of the geometry shader. Based on this algorithm, we propose a novel method to simulate deformable terrain, particularly the simulation of tire tracks left on the soft terrain such as snow, mud, or sand. Existing methods for simulating deformable terrain include texture decals, bump mapping, displacement mapping, and voxel based methods, but they all have drawbacks. In our algorithm, a pre-modeled tire track is stitched with the terrain mesh on GPU, behind a running vehicle. Compared with previous methods, our method generates more realistic terrain deformation while using fewer polygons. The proposed shader based polygon stitching algorithm can be used to simulate other destructible environments.
Keywords
computer graphic equipment; coprocessors; geophysical image processing; image texture; terrain mapping; GPU; bump mapping; deformable terrain simulation; displacement mapping; shader based polygon stitching algorithm; soft terrain; terrain mesh; texture decal; tire track simulation; voxel based method; Computational modeling; Deformable models; Games; Geometry; Graphics processing unit; Tires; Vehicles; polygon stitching; terrain simulation;
fLanguage
English
Publisher
ieee
Conference_Titel
Image and Graphics (ICIG), 2011 Sixth International Conference on
Conference_Location
Hefei, Anhui
Print_ISBN
978-1-4577-1560-0
Electronic_ISBN
978-0-7695-4541-7
Type
conf
DOI
10.1109/ICIG.2011.39
Filename
6005967
Link To Document