Mix-subdivision Dynamic Terrain Visualization Algorithm
- 10.2991/iccia.2012.85How to use a DOI?
- quadtreet, multi-resolution voxel, mix-subdivision, dynamic terrain
Dynamic Terrain is becoming more and more important in ground-based 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. Quadtree 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 e cient.
- © 2013, the Authors. Published by Atlantis Press.
- Open Access
- This is an open access article distributed under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).
Cite this article
TY - CONF AU - Xiaohui Zhao AU - Baodi Xie AU - Depeng Wan AU - Qingyun Wang PY - 2014/05 DA - 2014/05 TI - Mix-subdivision Dynamic Terrain Visualization Algorithm BT - Proceedings of the 2012 2nd International Conference on Computer and Information Application (ICCIA 2012) PB - Atlantis Press SP - 352 EP - 355 SN - 1951-6851 UR - https://doi.org/10.2991/iccia.2012.85 DO - 10.2991/iccia.2012.85 ID - Zhao2014/05 ER -