Abstract
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.
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© 2006 Springer-Verlag Berlin Heidelberg
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Cai, X., Li, F., Sun, H., Zhan, S. (2006). Research of Dynamic Terrain in Complex Battlefield Environments. In: Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_110
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DOI: https://doi.org/10.1007/11736639_110
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-33423-1
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