What is this?
DASHR is a real-time rendering technique and demo for dynamically animated, skinned heightfields — letting height-based surfaces like snow, sand or terrain deform and move realistically. It's by veteran graphics programmer Tom Forsyth and ships as a paper plus a Windows/DirectX demo.
Is this a reusable library or just a research demo?
It's a research project, not a drop-in library: a technical paper plus a standalone Windows/DirectX executable demo you run to see the technique.
How do I try the demo?
Download the whole repository, then run the prebuilt executable at demo/skinnedheightfield.exe; the Windows/DirectX source for the demo lives in the demo directory.
Does the demo run on Mac or Linux?
No, the demo is a Windows executable built with DirectX, so there's no cross-platform build.
Would this be useful for game developers working on terrain rendering?
Yes, it's aimed at graphics programmers and game developers interested in real-time animated heightfield/terrain rendering, presented as a technical paper backed by a working demo.
What is the underlying idea behind skinned heightfields?
It applies character-style skeletal skinning to a heightfield mesh so terrain-like surfaces (snow, sand, fabric) can deform and animate dynamically in real time, much like a skinned character mesh.
What are similar projects?
3d-game-shaders-for-beginners, instant-ngp, bgfx, DaVinciResolve-likeColorGradePanel4UE, assimp, web-ocean, sbox-public, gaussian-splatting
Which topics is it in?
real-time-rendering, demo, computer-graphics, gamedev, paper, rendering, game-development, graphics, 3d, windows-app, academic-research, html