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 :
بازگشت