Mix-Subdivision Dynamic Terrain Visualization Algorithm
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 efficient.