A GPU-Based level of detail system for the real-time simulation and rendering of large-scale granular terrain

2014 
We describe a system that is able to efficiently render large-scale particle-based granular terrains in real-time. This is achieved by integrating a particle-based granular terrain simulation with a heightfield-based terrain system, effectively creating a level of detail system. By quickly converting areas of terrain from the heightfield-based representation to the particle-based representation around dynamic objects which collide with the terrain, we are able to create the appearance of a large-scale particle-based granular terrain, whilst maintaining real-time frame rates. The system presented is a proof of concept, to show that such a system may be viable for use in real-time applications in the future, but initial results are encouraging.
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