Research and implementation of multiscale dynamic terrain

Ping Yu, Tao Xu, Bo Zheng, Yanfeng Zhang
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Abstract

In the real-time rendering phase of terrain, there is the possibility of dynamic deformation of terrain, such as dynamic of surface elevation and color texture. In order to better effect the surface appearance, we use higher resolution to reflect the terrain deformation. This results in multiscale dynamic deformation in the terrain. In view of this situation, the maximum change region, namely the deformation region, is determined after the accuracy is improved. Then, we establish our own binary tree and DAG structure in the deformation region. Furthermore, the nested sphere of error metric is used to avoid the generation of crack and T-connection. Finally, in order to give priority to the deformation region, the radius of nested sphere of error metric is used to constrain the error radius. The experiment proves that the algorithm can well reflect the deformation effect of the deformation area and meet the requirements of real-time terrain rendering after the local region has multiscale dynamic deformation.
多尺度动态地形的研究与实现
在地形的实时绘制阶段,存在地形动态变形的可能性,如地表高程和颜色纹理的动态变化。为了更好地体现地表的外观效果,我们采用了更高的分辨率来反映地形的变形。这导致了地形的多尺度动态变形。针对这种情况,确定精度提高后的最大变化区域,即变形区域。然后,在变形区域建立自己的二叉树和DAG结构。在此基础上,采用嵌套球面误差度量来避免裂纹和t型连接的产生。最后,采用误差度量嵌套球半径约束误差半径,优先考虑变形区域。实验证明,该算法能很好地反映变形区域的变形效果,满足局部区域发生多尺度动态变形后实时地形渲染的要求。
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