A large-scale terrain rendering algorithm is proposed. The large-scale terrain is divided into blocks and the terrain grid is represented by a triangle binary tree. In real-time roaming, the grid is updated in real time through forced segmentation and forced merging, making full use of the coherence between frames and automatically avoiding cracks. Experimental results show that the algorithm can effectively improve the performance of the ROAM algorithm and achieve real-time roaming of large-scale terrain at a higher frame rate. Keywords: terrain rendering; ROAM algorithm; triangle binary tree; forced segmentation; forced merging
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