Research of Dynamic Terrain in Complex Battlefield Environments

  • Xingquan Cai
  • Fengxia Li
  • Haiyan Sun
  • Shouyi Zhan
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3942)


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.


Physical Base Model Terrain Surface Static Terrain Terrain Property Progressive Mesh 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Xingquan Cai
    • 1
  • Fengxia Li
    • 1
  • Haiyan Sun
    • 2
  • Shouyi Zhan
    • 1
  1. 1.School of Computer ScienceBeijing Institute of TechnologyBeijingChina
  2. 2.Institute of ElectronicsChinese Academic of SciencesBeijingChina

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