Mix-subdivision Dynamic Terrain Visualization Algorithm
Dynamic Terrain is becoming more and more important in ground-hased simulation systems.In military simulation systems,craters and ruts can improve the reality.In this paper,a dynamic terrain visualization method based on quadtree and multi-resolution voxel is presented in order to realize the real-time rendering for realistic craters in battlefield.Quodtree is selected as our basic data structure and mix-subdivided according to the size of the terrain.Scene tree is recursive subdivided according to both the distance between the node and camera and error criterion.Vertex is removed to solve the cracks and linear interpolation to solve popping in the algorithm.We also implement the visualization of craters through combining our algorithm with the physical model of craters based on multi-resolution voxel.The implementation results prove that the method are feasible and efficient.
quadtreet multi-resolution voxel mix-subdivision dynamic terrain
Xiaohui Zhao Baodi Xie Depeng Wan Qingyun wang
Department of Computer Sciences, Beijing Institute of Technology Beijing, 100081, China
国际会议
太原
英文
352-355
2012-12-08(万方平台首次上网日期,不代表论文的发表时间)