An Algorithm for Large-Scale Terrain Generation Based on Quadtree

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The paper puts forward an algorithm for multi-resolution terrain model generation based on quadtree. This algorithm puts elements as view-dependent and terrain relief into the evaluation standards for level of detail and raises appropriate methods to remove cracks in the course of terrain generation according to the law of node partition and rendering. In drawing terrain, optimized display technologies as frustum culling, backface culling, triangle fan and static data storage. Test results show, this algorithm can realize the real-time visualization of large-scale terrain.

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946-950

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November 2013

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© 2014 Trans Tech Publications Ltd. All Rights Reserved

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