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dc.contributor.authorGilardi, Marcoen_US
dc.contributor.authorWatten, Phil L.en_US
dc.contributor.authorNewbury, Paulen_US
dc.contributor.editorT. Bashford-Rogers and L. P. Santosen_US
dc.date.accessioned2016-04-26T07:56:12Z
dc.date.available2016-04-26T07:56:12Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20161011en_US
dc.description.abstractIn the natural world, terrains are dynamic entities which 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.0 [Simulation and Modeling]en_US
dc.subjectTypes of simulationen_US
dc.subjectVisualen_US
dc.titleDrift-Diffusion Based Real-Time Dynamic Terrain Deformationen_US
dc.description.seriesinformationEG 2016 - Short Papersen_US
dc.description.sectionheadersDeformationen_US
dc.identifier.doi10.2312/egsh.20161011en_US
dc.identifier.pages45-48en_US


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