Skip to main content

Terramechanics Based Terrain Deformation for Real-Time Off-Road Vehicle Simulation

  • Conference paper
Advances in Visual Computing (ISVC 2011)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 6938))

Included in the following conference series:

  • 2799 Accesses

Abstract

When ground vehicles navigate on soft terrains such as sand, snow and mud, they often leave distinctive tracks. The realistic simulation of such vehicle-terrain interaction is important for ground based visual simulations and many video games. However, the existing research in terrain deformation has not addressed this issue effectively. In this paper, we present a new terrain deformation algorithm for simulating vehicle-terrain interaction in real time. The algorithm is based on the classic terramechanics theories, and calculates terrain deformation according to the vehicle load, velocity, tire size, and soil concentration. As a result, this algorithm can simulate different vehicle tracks on different types of terrains with different vehicle properties. We demonstrate our algorithm by vehicle tracks on soft terrain.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. Duchaineau, M., Wolinsky, M., Sigeti, D.E., Miller, M.C., Aldrich, C., Mineev-Weinstein, M.B.: ROAMing terrain: real-time optimally adapting meshes. In: Proceedings of Visualization 1977, pp. 81–88 (1997)

    Google Scholar 

  2. Lindstrom, P., Koller, D., Ribarsky, W., Hodges, L.F., Faust, N., Turner, G.A.: Real-time, continuous level of detail rendering of height fields. Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, pp. 109–118 (1996)

    Google Scholar 

  3. Lindstrom, P., Pascucci, V.: Visualization of large terrains made easy. In: Proceedings of the Conference on Visualization 2001, pp. 363–371 (2001)

    Google Scholar 

  4. Losasso, F., Hoppe, H.: Geometry clipmaps: terrain rendering using nested regular grids. ACM Transactions on Graphics 23, 769–776 (2004)

    Article  Google Scholar 

  5. Hoppe, H.: Smooth view-dependent level-of-detail control and its application to terrain rendering. In: Proceedings of the Conference on Visualization 1998, pp. 35–42 (1998)

    Google Scholar 

  6. Li, X., Moshell, J.M.: Modeling soil: realtime dynamic models for soil slippage and manipulation. In: Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques, pp. 361–368 (1993)

    Google Scholar 

  7. Chanclou, B., Luciani, A., Habibi, A.: Physical models of loss soils dynamically marked by a moving object. In: Proceedings of the 9th IEEE Computer Animation Conference, pp. 27–35 (1996)

    Google Scholar 

  8. Sumner, R.W., O’Brien, J.F., Hodgins, J.K.: Animating sand, mud, and snow. Computer Graphics Forum 18, 17–26 (1999)

    Article  Google Scholar 

  9. Onoue, K., Nishita, T.: An interactive deformation system for granular material. Computer Graphics Forum 24, 51–60 (2005)

    Article  Google Scholar 

  10. He, Y.: Real-time visualization of dynamic terrain for ground vehicle simulation, PhD Thesis, University of Iowa (2000)

    Google Scholar 

  11. Aquilio, A.S., Brooks, J.C., Zhu, Y., Owen, G.S.: Real-time GPU-based simulation of dynamic terrain. In: Bebis, G., Boyle, R., Parvin, B., Koracin, D., Remagnino, P., Nefian, A., Meenakshisundaram, G., Pascucci, V., Zara, J., Molineros, J., Theisel, H., Malzbender, T. (eds.) ISVC 2006. LNCS, vol. 4291, pp. 891–900. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  12. Asirvatham, A., Hoppe, H.: Terrain rendering using GPU-based geometry clipmaps. In: Pharr, M., Fernando, R. (eds.) GPU Gems 2. Addison-Wesley, Reading (2005)

    Google Scholar 

  13. Bekker, G.: Theory of Land Locomotion. University of Michigan Press, Ann Arbor (1956)

    Google Scholar 

  14. Pan, W., Yiannis, P., He, Y.: A vehicle-terrain system modeling and simulation approach to mobility analysis of vehicles on Soft-Terrain. In: Proceedings of SPIE Unmanned Ground Vehicle Technology VI, vol. 5422, pp. 520–531 (2004)

    Google Scholar 

  15. Zeng, Y., Tan, C.I., Tai, W., Yang, M., Chiang, C., Chang, C.: A momentum-based deformation system for granular material. Computer Animation and Virtual Worlds 18(4-5), 289–300 (2007)

    Article  Google Scholar 

  16. Wong, J.Y.: Theory of Ground Vehicles, 3rd edn. Wiley Interscience, Hoboken (2001)

    Google Scholar 

  17. Krotkov, E.: Active perception for legged locomotion: every step is an experiment. In: Proceedings of the 5th IEEE International Symposium on Intelligent Control, vol. 1, pp. 227–232 (1990)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Zhu, Y., Chen, X., Owen, G.S. (2011). Terramechanics Based Terrain Deformation for Real-Time Off-Road Vehicle Simulation. In: Bebis, G., et al. Advances in Visual Computing. ISVC 2011. Lecture Notes in Computer Science, vol 6938. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-24028-7_40

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-24028-7_40

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-24027-0

  • Online ISBN: 978-3-642-24028-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics