SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Multi-resolution dynamic meshes with arbitrary deformations
Proceedings of the conference on Visualization '00
A Survey of Polygonal Simplification Algorithms
A Survey of Polygonal Simplification Algorithms
Efficient Mushroom Cloud Simulation on GPU
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Complex Effects Simulation Based Large Particles System on GPU
ISNN '08 Proceedings of the 5th international symposium on Neural Networks: Advances in Neural Networks, Part II
Real-time visualization of tire tracks in dynamic terrain with LOD
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
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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.