Real-Time Craters Generation On Dynamic Terrains
Resumo
This paper presents an innovative technique for simulating crater deformations caused by explosions in large height map-based virtual terrains. Unlike traditional methods, our proposed approach does not directly deform the landscape. Instead, we discretize the crater information into simple variables and store it in a compact GPU-based hash table. The actual deformation is then calculated later using compute shaders each time a block of the height map is loaded to the GPU. This approach allows for the deformation of terrain at very far distances without the need to load large heigh map textures, thereby saving memory, as demonstrated by our comparison with another method. Moreover, this paper explores techniques to enhance the visual quality of craters by incorporating noise algorithms and appropriate coloring, thus increasing the overall realism of the areas affected by explosions.
Palavras-chave:
height map, hash table, virtual terrain, real-time deformation, explosion, crater
Referências
Aquilio, A. S., Brooks, J. C., Zhu, Y., e Owen, G. S. (2006). Real-time GPU-based simulation of dynamic terrain. In Bebis, G., Boyle, R., Parvin, B., Koracin, D., Remagnino, P., Nefian, A., Meenakshisundaram, G., Pascucci, V., Zara, J., Molineros, J., Theisel, H., e Malzbender, T., editors, Advances in Visual Computing, volume 4291, pages 891–900. Springer Berlin Heidelberg. Series Title: Lecture Notes in Computer Science.
Crause, J., Flower, A., e Marais, P. (2011). A system for real-time deformable terrain. In Proceedings of the South African Institute of Computer Scientists and Information Technologists Conference on Knowledge, Innovation and Leadership in a Diverse, Multidisciplinary Environment, pages 77–86. ACM.
de Boer, W. H. (2000). Fast terrain rendering using geometrical MipMapping.
Duchaineau, M., Wolinsky, M., Sigeti, D., Miller, M., Aldrich, C., e Mineev-Weinstein, M. (1997). ROAMing terrain: Real-time optimally adapting meshes. In Proceedings. Visualization ’97 (Cat. No. 97CB36155), pages 81–88. IEEE.
Losasso, F. e Hoppe, H. (2004). Geometry clipmaps: terrain rendering using nested regular grids. 23(1):769–776.
Perlin, K. (1985). An image synthesizer. 19:287–296.
Pozzer, C. T., de Lara Pahins, C. A., e Heldal, I. (2014). A hash table construction algorithm for spatial hashing based on linear memory. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, pages 1–4. ACM.
Shao, X., Xu, B., Niu, S., Jin, T., Wang, S., e Guo, C. (2020). Explosion force and shape fitting based modelling of dynamic virtual crater deformation. 502:012006.
Wan, T. R. e Tang, W. (2002). Explosive impact on real-time. In Vince, J. e Earnshaw, R., editors, Advances in Modelling, Animation and Rendering, pages 247–265. Springer London.
Crause, J., Flower, A., e Marais, P. (2011). A system for real-time deformable terrain. In Proceedings of the South African Institute of Computer Scientists and Information Technologists Conference on Knowledge, Innovation and Leadership in a Diverse, Multidisciplinary Environment, pages 77–86. ACM.
de Boer, W. H. (2000). Fast terrain rendering using geometrical MipMapping.
Duchaineau, M., Wolinsky, M., Sigeti, D., Miller, M., Aldrich, C., e Mineev-Weinstein, M. (1997). ROAMing terrain: Real-time optimally adapting meshes. In Proceedings. Visualization ’97 (Cat. No. 97CB36155), pages 81–88. IEEE.
Losasso, F. e Hoppe, H. (2004). Geometry clipmaps: terrain rendering using nested regular grids. 23(1):769–776.
Perlin, K. (1985). An image synthesizer. 19:287–296.
Pozzer, C. T., de Lara Pahins, C. A., e Heldal, I. (2014). A hash table construction algorithm for spatial hashing based on linear memory. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, pages 1–4. ACM.
Shao, X., Xu, B., Niu, S., Jin, T., Wang, S., e Guo, C. (2020). Explosion force and shape fitting based modelling of dynamic virtual crater deformation. 502:012006.
Wan, T. R. e Tang, W. (2002). Explosive impact on real-time. In Vince, J. e Earnshaw, R., editors, Advances in Modelling, Animation and Rendering, pages 247–265. Springer London.
Publicado
30/09/2024
Como Citar
COSSETIN NETO, Alfredo; FRANZIN, Flávio; POZZER, Cesar Tadeu; BERWALDT, Natan; DI DOMENICO, Gabriel; DE FREITAS, Gustavo.
Real-Time Craters Generation On Dynamic Terrains. In: SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 23. , 2024, Manaus/AM.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 496-512.
DOI: https://doi.org/10.5753/sbgames.2024.241214.