Nilles, Alexander MaximilianGünther, LarsWagner, TobiasMüller, StefanLinsen, LarsThies, Justus2024-09-092024-09-092024978-3-03868-247-9https://doi.org/10.2312/vmv.20241211https://diglib.eg.org/handle/10.2312/vmv20241211We present a novel method for real-time 3D hydraulic erosion simulation of large-scale terrain. Existing hydraulic erosion methods based on heightmaps and the virtual pipes method are extended to multi-layered heightmaps that can represent more complex 3D features. Our new method for horizontal erosion is able to create overhangs, arches and to some extent caves by allowing water to erode horizontally adjacent bedrock, eventually splitting a column into two new columns. Additionally, we developed an iterative method for bedrock support check that efficiently prevents floating terrain and unrealistic overhangs by propagating bedrock connectivity while incorporating the weight of each column. We implement our method in CUDA, using only features that are also available in standard compute shaders. On a RTX 3070, the resulting method runs at approximately 6ms and 23ms per simulation step for resolutions of 20482 and 40962, respectively.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies->Real-time simulation; Physical simulation; Volumetric modelsComputing methodologiesReal time simulationPhysical simulationVolumetric models3D Real-Time Hydraulic Erosion Simulation using Multi-Layered Heightmaps10.2312/vmv.202412118 pages