ABSTRACT

This chapter presents a high-performance algorithm for real-time terrain rendering. It also presents a novel idea for graphics processor unit (GPU)-based terrain modification and dynamics synchronization. Terrain flowability is used to simulate terrain particles' ability to spread to neighboring particles. Rendering terrain was one of the most important parts of the algorithm development. A render mesh is designed to discretely move on per level resolution grid with the camera field of view in a way that most of the mesh details are right in front of the camera view. Dynamic terrain modification was the important aspect of the new algorithm. Erosion is the most important terrain modification. It is performed for a few seconds everywhere a modification is done to smooth the terrain and apply a more natural look. Wheel modification is a simulation of a cylindrical shape moving over a terrain.