Over the last several years there has been a growing requirement for Ground-based simulation training systems. As part of this requirement there is also a need for added realism within the simulation to provide, in real-time, the manipulation of a simulated terrain database in a physically realistic manner during an interactive simulation. Dynamic Terrain is not new to the Ground-based simulation community. However, current technologies require high-end computational platforms, are not real-time (30Hz), and are often cartoonish in appearance.
This paper will examine techniques to provide real-time dynamic terrain in a commercial-off-the-shelf (COTS) PC with commercially available graphic accelerator cards. The task of developing Dynamic Tessellation is challenging, especially on a PC-based system. Dynamic Tessellation provides the ability to deform terrain anywhere in the database in real time without the need for predefined deformable areas. Both Pre-Tessellation and Instantaneous-Tessellation approaches will be reviewed as well as the effects of soil dynamics and dynamic texture.
Dynamic Terrain is a requirement for realism for the maneuver forces in the Synthetic Environment. Specifically the application of dynamic terrain encompasses mine breaching, bomb damage, building damage, soil plowing and snow plowing. Specific applications of dynamic terrain are for the Grizzly Trainer, the Armored Vehicle Launched Mine-Clearing Line Charge (MICLIC), Track Width Mine Rollers and Explosive Standoff Minefield Breacher (ESMB).
As part of the results of this paper a PC-based Dynamic Terrain demonstration will be available as well as conclusions and recommendations to the methodologies employed.