Research and implementation of multiscale dynamic terrain In the realtime 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 Tconnection. 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 realtime terrain rendering after the local region has multiscale dynamic deformation.

The error metric based on roughness The error metric determines the number of triangles per frame, and affects the fidelity of terrain and efficiency of the algorithm in realtime rendering in dynamic terrain visualization. The screen error calculation method requires a lot of maintenance work and produces a large number of redundant triangles to eliminate Tjunction and crack in the realtime rendering. So this will reduce the speed of realtime rendering of terrain. In this paper, using the local roughness factor constraint nested sphere of error metric can better reflect the details of local topography, while reducing redundancy triangle in flat region. And take advantage of the delay estimate frame coherence to reduce the computation and further improve the efficiency of the algorithm. Experiments demonstrate that the dynamic terrain visualization algorithm, using the error metric with constraints, can effectively reduce the redundant triangles and represents the deformed region very well in realtime rendering.