Several approaches exist in visual systems to create the terrain data bases needed to simulate flight. Terrain skin can be generated on-line by combining multiple levels of detail polygons which were originally created off-line. However, Delaunay triangulation to regenerate the terrain skin every frame time has some advantages like avoiding crack filler polygons which occur when adjacent regions are depicted in varying levels of detail. In this paper, a feasibility study is reported of the use of Dealunay triangulation in real time to regenerate the display triangles as the eye point changes. Bowyer's algorithm was used to insert new points and the Tanemura algorithm to delete points. A generic terrain model was created using fractal methods and used as input to the simulation. A time-line study using different data storage structures showed that the time taken to add a point varies O(√N) where N is the number of vertices and, the time taken to remove a point is a constant independent of the size of the current triangulation. Potential exists to reduce this to O(N log N).