In this paper, we present a novel method for dynamic terrain in battlefield and an efficient plan to simulate crater in the battle. We explore a few methods for dynamic terrain surface, and analyze the different recent algorithms for representation and visualization of multiresolution static terrain, then select ROAM (Real-Time Optimally Adapting Meshes) as our basis to be improved and to be applicable in dynamic terrain projects. We further select half-ellipsoid model in the explosion theory as the physical based model of crater, and provide a procedural texture generation algorithm for crater, then give a hybrid multiresolution algorithm for dynamic terrain, At last the implementation results prove that the method and the algorithm are feasible and efficient. © Springer-Verlag Berlin Heidelberg 2006.
CITATION STYLE
Cai, X., Li, F., Sun, H., & Zhan, S. (2006). Research of dynamic terrain in complex battlefield environments. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 3942 LNCS, pp. 903–912). Springer Verlag. https://doi.org/10.1007/11736639_110
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