基于Shader的多边形拼接及其在变形地形仿真中的应用

Xiao Chen, Ying Zhu
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引用次数: 1

摘要

在本文中,我们提出了一种新的基于着色器的多边形拼接算法,该算法充分利用了几何着色器的优势。在此基础上,我们提出了一种新的模拟可变形地形的方法,特别是在雪地、泥地或沙地等软地形上留下的轮胎痕迹的模拟。现有的模拟可变形地形的方法包括纹理贴花、凹凸映射、位移映射和基于体素的方法,但它们都有缺点。在我们的算法中,预先建模的轮胎轨迹与GPU上的地形网格拼接在一起,在行驶的车辆后面。与以前的方法相比,我们的方法使用更少的多边形生成更真实的地形变形。提出的基于着色器的多边形拼接算法可用于模拟其他可破坏环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Shader Based Polygon Stitching and Its Application in Deformable Terrain Simulation
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.
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