Real-Time GPU-Based Simulation of Dynamic Terrain

  • Anthony S. Aquilio
  • Jeremy C. Brooks
  • Ying Zhu
  • G. Scott Owen
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4291)


Although a great deal of research effort has been devoted to the realistic and efficient rendering of terrain data, the existing research mainly focuses on displaying static terrain. The realistic simulation of dynamic terrain, including vehicle-terrain interactions, is absent in most 3D graphical applications. In this paper, we present a new GPU-based algorithm for dynamic terrain simulation. A key component of this algorithm is a Dynamically-Displaced Height Map (DDHM) which is generated and manipulated on the GPU. In addition, our method achieves real-time performance by using new features of the latest graphics hardware and shader technology. We demonstrate our algorithm by simulating a ground vehicle traveling on soft terrain. Our algorithm is particularly useful for ground based visual simulation applications as well as 3D games.


Graphic Processing Unit Ground Vehicle Terrain Surface IEEE Visualization Rectilinear Grid 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Anthony S. Aquilio
    • 1
  • Jeremy C. Brooks
    • 1
  • Ying Zhu
    • 1
  • G. Scott Owen
    • 1
  1. 1.Department of Computer ScienceGeorgia State UniversityAtlanta, GeorgiaUSA

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