Drift-Diffusion Based Real-Time Dynamic Terrain Deformation

Marco Gilardi, Phil L Watten, Paul Newbury

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

In the natural world, terrains are dynamic entities that change their morphology due to their interaction with other agents in the environment. However, in real-time applications terrains are often represented as static meshes, which present no interaction capabilities. This paper presents a novel real-time 2D method for dynamic terrain simulations, aimed for applications in the entertainment industry. This method is based on a Dynamically-Displaced Height-map and on the numerical solutions, obtained using an Euler method, of a modified drift-diffusion equation. The method allows objects to interact with the terrain and to deform it in real time, it is easy to implement and generates different kinds of realistic tracks depending on the soil composition.
Original languageEnglish
Title of host publicationEUROGRAPHICS 2016 - Short Papers
PublisherEuropean Association for Computer Graphics
Pages045-048
Number of pages4
DOIs
Publication statusPublished - 9 May 2016
Externally publishedYes
EventEurographics 2016 - Lisbon, Portugal
Duration: 9 May 201613 May 2016

Publication series

NameEurographics Technical Report Series
PublisherEurographics - European Association for Computer Graphics
ISSN (Print)1017-4656

Conference

ConferenceEurographics 2016
CountryPortugal
CityLisbon
Period9/05/1613/05/16

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Keywords

  • Visual Simulation
  • Dynamic Terrain
  • video games

Cite this

Gilardi, M., Watten, P. L., & Newbury, P. (2016). Drift-Diffusion Based Real-Time Dynamic Terrain Deformation. In EUROGRAPHICS 2016 - Short Papers (pp. 045-048). (Eurographics Technical Report Series). European Association for Computer Graphics. https://doi.org/10.2312/egsh.20161011