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arXiv cs.GR
arXiv cs.GR Research
· 1 month ago • Dzmitry Malyshau

Six Ways to Draw Vangers with WebGPU: Real-Time Rendering of Editable Multi-Layer Height Fields

Briefing

A new rendering study takes on one of the messier terrain problems in games: Vangers-style maps with two solid intervals per sample, local destruction, and no room for a static preprocessing pass. The work compares six methods in a single WebGPU engine using the same data path and WGSL shaders, so the tradeoffs are about representation and runtime behavior rather than API differences.

The six techniques are height-field ray marching, voxel-accelerated ray marching, sliced proxy geometry, per-sample bar rasterization, compute scattering, and a fitted triangle mesh. At the camera angle used in the original game, they can look similar. At eye level, the differences show up fast: point scattering can miss coverage, slicing can band, and an oversimplified mesh can fail to preserve walls and other terrain features.

On the measured hardware, a greedy triangulated irregular network had the lowest mean frame time across devices, but the fit cost was driven by the second layer rather than simple floor relief. Keeping that mesh editable is expensive, though: 319 MiB of GPU geometry and 535 MiB of CPU triangulation are retained. That makes the result especially relevant for teams balancing runtime speed against live terrain editing, destruction, and memory budgets.

The engine, benchmark harness, and a one-command measurement setup are being released alongside the work, which should make it easier for other teams to reproduce the numbers or swap in their own terrain data. For developers shipping deformable worlds, the practical takeaway is that the fastest representation may not be...

“At the selected quality settings a greedy triangulated irregular network has the lowest mean frame time”

— Dzmitry Malyshau · Performance result from the comparison
Original source
Read on arXiv cs.GR
At a glance
what
Six WebGPU terrain rendering methods were compared for editable multi-layer height fields with destruction support.
who
Dzmitry Malyshau conducted the study and released the engine, harness, and measurement protocol.
when
Submitted to arXiv on 18 Aug 2026.
impact
A greedy TIN was fastest in tests, but editable geometry retained 319 MiB GPU and 535 MiB CPU memory.
Signal Mixed

Fast results, but heavy memory costs for editability

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