• 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