Dynamic terrain rendering method for real-time movement of real-time simulation occluders

By creating a viewpoint below the terrain, collecting grid point information, and sampling with occlusions as the center, and calculating grid point offsets, the problem of slow rendering speed of large-scale scenes in dynamic terrain rendering is solved, and fast and efficient dynamic terrain rendering is achieved.

CN115906469BActive Publication Date: 2026-04-28HEBEI UNIV OF SCI & TECH
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
HEBEI UNIV OF SCI & TECH
Filing Date
2022-11-17
Publication Date
2026-04-28

AI Technical Summary

Technical Problem

Existing technologies struggle to support efficient rendering of large-scale scenes in dynamic terrain rendering, and their slow rendering speed negatively impacts immersion and real-time interactive effects.

Method used

By creating a viewpoint below the terrain, collecting terrain grid point information, determining the location of occlusions, and sampling the viewpoint with the occlusions as the center, calculating the grid point offset, and using texture image mapping and linear interpolation methods to draw dynamic terrain, it is suitable for both small and large-scale scenes.

Benefits of technology

It enables fast and efficient rendering of dynamic terrain from changing data, and can update terrain textures in real time regardless of scene size, improving rendering speed and immersion.

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Abstract

The application discloses a dynamic terrain drawing method for real-time movement of a real scene simulation shelter, and specifically comprises the following steps: S1, collecting grid point information in a terrain; S2, determining a shelter position scene depth variation value in the terrain; S3, converting world coordinates of grid points in a sampling area into viewpoint coordinates; S4, moving the shelter position, tracking the shelter with a viewpoint to resample, calculating viewpoint coordinates and pixel coordinate offsets of the grid points in the sampling area, and completing movement of the sampling area; S5, judging a sheltering result of the shelter after the viewpoint is moved, moving the grid points in the sampling area in a vertical direction according to the sheltering result, and completing interaction between the shelter and the scene; and S6, setting texture images of unsheltered positions and sheltered positions, and completing terrain drawing. According to the sampling area offset along with real-time movement of the shelter and the influence depth of the shelter in the vertical direction in the sampling area, the application realizes real-time drawing of dynamic terrain, solves the influence of real-time terrain drawing of a large scene on system fluency, and uses a dynamic terrain drawing algorithm to obtain sheltered terrain conditions of a snow plough of a snow press, changes a terrain texture image material state in real time through interaction between the snow plough and a snow scene, and completes real scene simulation of snow pressing work of the snow plough.
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Description

Technical Field

[0001] This invention relates to a dynamic terrain rendering method for real-time movement of simulated obstructions in a realistic setting, belonging to the field of virtual reality and terrain visualization. Background Technology

[0002] Dynamic terrain refers to the real-time modification of the geometric or non-geometric properties of terrain during rendering, based on user actions or needs, through interaction between simulated entities and the terrain. Terrain deformation handling is a crucial aspect of real-time dynamic terrain rendering, primarily involving real-time changes to terrain data and addressing related issues arising from deformation. With the increasing demands of various simulation applications for real-time interaction, real-time interaction between simulated entities, and the construction of highly realistic real-time virtual environments, research into real-time visualization of dynamic terrain has become increasingly important.

[0003] The purpose of dynamic terrain visualization research is to enhance the realism and immersion of simulated scenes. Most methods are limited to representing terrain in small scenes, do not support large-scale terrain rendering, and have slow rendering speeds. Summary of the Invention

[0004] The purpose of this invention is to provide a dynamic terrain rendering method to solve the above-mentioned problems.

[0005] The first technical solution of the present invention provides a dynamic terrain rendering method for real-time movement of real-scene simulated obstructions, as shown in Figures 2-4, including the steps.

[0006] 1. A method for dynamic terrain rendering based on real-time movement of occluders in a realistic simulation, comprising the following steps:

[0007] S1: Create a viewpoint below the terrain and sample the terrain grid vertically upwards, collecting terrain grid point information; the sampled point information includes the grid points' ( x , y , z )data, x and y These are the world coordinates of the map area scene on the XOY plane. x and y Store the value;

[0008] S2: Determine the location of occlusions in the terrain, map grid point information to occlusion locations, and record the scene depth changes caused by the location of each occlusion point. Z The constraint is between 0 and 1;

[0009] ,

[0010] In the formula, Z Represents the change in scene depth; hThe vertical depth of the influence on the scene's surface affects the degree of interaction between occluded objects and the ground. z 0 represents the distance from the viewpoint to the ground. z Represents the distance from the ground to objects in the scene;

[0011] Z A value less than 0 indicates the object is below the ground surface, while a value greater than 1 indicates the object is above the ground surface and exceeds the depth of effect. The viewpoint is captured from bottom to top, requiring inversion to reflect the actual change in scene depth. A =1- Z Occlusions in the viewpoint sampling area are assigned one texture image, while unoccluded areas within the area are assigned another texture image.

[0012] S3: Set the world coordinates of grid points within the viewpoint sampling area ( x, y Convert to viewpoint coordinates ( u , v ),

[0013] , ,

[0014] In the formula, u and v This represents the viewpoint coordinates of the grid points within the sampling area. x and y Represents the world coordinates of grid points within the sampling area. k 1, k 2 represents the length and width of the sampling region in the XOY coordinate system and the world coordinate system;

[0015] S4: Move the occluder's position, the viewpoint tracks the occluder, and the viewpoint resamples with the occluder as the center; calculate the offset of the grid points in the new viewpoint sampling area in the world coordinate system;

[0016] , ,

[0017] In the formula, Δ x, Δ y and represent the world coordinate offset of grid points within the viewpoint capture area; x A , y A ) represents the world coordinates of the center point of the occluder before it moves. x B , y B () represents the world coordinates of the center point of the occluder after it has moved;

[0018] The viewpoint coordinates of the offset are: , ,

[0019] Obtain the image texture offset that each grid point within the viewpoint sampling area needs to be offset. The texture image does not have a height value. Calculate the texture image coordinates corresponding to the texture images of the grid points within the viewpoint capture area. Px, Py The texture coordinates are saved to the texture image, thus completing the movement of the viewpoint sampling area;

[0020] , , , ,

[0021] In the formula, ( P x , P y () represents the texture image coordinates of the grid points under the sampling area; b 1 , b 2 Texture images representing the area sampled from the viewpoint y, x Resolution size in the direction;

[0022] S5: Calculate the viewpoint coordinates of the center point of the occluder within the viewpoint sampling area after the occluder moves, and determine the occlusion status of each point within the viewpoint sampling area;

[0023] , ,

[0024] ,

[0025] In the formula ( m , n ) represents the occlusion status of the sampling area of ​​the viewpoint after the viewpoint has moved; x 2, y 2) Represents the world coordinates of grid points within the viewpoint sampling area before the viewpoint moves; x 3, y 3) Represents the world coordinates of grid points within the viewpoint sampling area after the viewpoint moves; s This represents the result of being blocked by an obstruction;

[0026] Based on the occlusion results, the height offset along the Z-axis of each point in the viewpoint area of ​​the terrain is controlled, and the grid points are moved to complete the terrain rendering; the position offset of grid points in the occluded area of ​​the viewpoint sampling area is 0, and the grid points in the unoccluded area move offset along the grid vertex normal. offset The actual change in the vertical depth of influence on the scene's surface. A That is, the offset of each point within the viewpoint sampling area.

[0027] ,

[0028] In the formula; This represents the direction of the vertex normal along the grid point;

[0029] S6: Determine the texture images of the unoccluded and occluded locations within the viewpoint sampling area; using the occlusion result as the criterion, employ linear interpolation to finally present the texture image: ,

[0030] In the formula, Y represents the final rendered graphic texture, P1 is one type of image texture, and P2 is another type of image texture; when s is 0 and 1, the texture images of the unoccluded position and the occluded position are returned respectively, that is, when there is occlusion, it is one type of texture image, and the other position is another type of texture image.

[0031] In S4, occlusions are always centered on the viewpoint, and interactive areas beyond the viewpoint's range are restored to their original state and not calculated.

[0032] Write simulation programs for different software platforms according to steps S1 to S6; the programs include programs for executing each step in any of the methods from S1 to S6.

[0033] The second technical solution of this invention is: a dynamic terrain rendering method for real-world simulation of snow grooming operations using a snow groomer. The object is snow grooming operations using a snow groomer, and the obstruction is a snow plow. The simulation is completed through interaction between the snow plow and the scene, using simulation programs S1 to S6 written on the Unreal Engine 4.0 software platform. A dynamic terrain rendering algorithm is used to obtain the occlusion status of terrain grid points, thereby changing the material state in real time. By interacting with the snow scene, the material state of the terrain texture image is changed in real time to complete the real-world simulation of snow grooming operations using a snow groomer and snow plow.

[0034] (1) Place the snow groomer model into the snow scene, select the custom depth option for the snow plow snow groomer, use it as the depth object for the viewpoint, and use the highlighted part as the capture object. Create a snow material sphere, modify its properties to double-sided material, and assign it to the terrain. The snow plow snow groomer is shown in Figure 5.

[0035] (2) Create a viewpoint, sample terrain grid points, and obtain the scene's depth of influence of snowplow obstructions. Create a scene depth material, a viewpoint, and a texture image for viewpoint sampling. Set the material to a post-processing material, which is not assigned to the map. Obtain scene depth variation values ​​to determine the occlusion location. Set the texture image resolution to 1024*1024. Add a scene capture component to the viewpoint and set the capture range to 5120cm*5120cm. Assign the scene depth material and the texture image captured by the viewpoint to the scene capture component to achieve the viewpoint sampling area. Then, place the viewpoint below the scene origin and capture it from bottom to top.

[0036] (3) Using texture images as a medium, the world coordinates of the captured grid points are converted into viewpoint coordinates for calculation, and then incorporated into the snow material calculation to draw the vehicle's trajectory. The default map center is the world coordinate origin. The snow groomer is placed on the ground at the center of the map, and the viewpoint is placed below the ground at the center of the map. The trajectory is drawn with the snow groomer as the center. A scalar parameter set, a vector parameter set, a cached interactive trace material, and a cached texture image are created. The scalar parameter set is used to store the viewpoint sampling area range, and the vector parameter set is used to store the real-time position of the viewpoint in the scene. The texture image is used to store the real-time trajectory of the snow groomer.

[0037] Within the viewpoint, the viewpoint offset is calculated, and the viewpoint is moved to ensure the snow groomer remains centered. A dynamic material instance variable is created for the viewpoint-sampled texture image. During snow grooming operations on the snowfield, the sampled texture image is stored in real-time to the dynamic material instance variable. In the scene depth material, the cached texture image is added to the sampled texture image to ensure the trajectory within the viewpoint area persists. In the snow material, the sampling area of ​​the viewpoint relative to the world origin is calculated. This sampling area is assigned to the texture image for viewpoint coordinate calculation. The occlusion situation of the viewpoint sampling area after viewpoint movement is calculated, and finally, the interaction between the snowplow's snow groomer and the snow is obtained.

[0038] (4) Control the vertex offset of the non-interactive area of ​​the snow and the color change of the snow before and after interaction. In the viewpoint, the UV offset value of the sampled texture image is calculated. The material of the cached interaction trace is set, the offset is created and added to the material's own UV value, the sampled texture image is updated, and the result of occlusion is multiplied with the result of occlusion to update the material, so that the UV of the material is offset. Then, in the viewpoint, the dynamic material instance is updated in real time to complete the trajectory drawing. Finally, the offset of the occluded and unoccluded terrain mesh points is calculated. The vertex normal of the terrain mesh is obtained by using the VertexNormalWS function, the texture image is switched by calling the lerp function, and the snow material output is the world position offset, thus completing the snow grooming operation, as shown in Figure 6.

[0039] The beneficial effects of this invention are:

[0040] The dynamic terrain rendering method for real-time movement of occluders in realistic simulation according to the above embodiments of the present invention determines the occlusion position by collecting terrain grid point information, establishing a mapping relationship between the spatial coordinates of the occlusion position and the image coordinates, moving the occluder position, and having the viewpoint move around the occluder as the center to complete the movement of the sampling area and obtain the grid points that need to be offset, and moving the grid vertices to complete the terrain rendering. Since this method is not limited by the size of the collection area, it is applicable to both small and large-scale scenes, and can quickly and efficiently render dynamic terrain in real time from changing data. Attached Figure Description

[0041] Figure 1 is a flowchart of the dynamic terrain drawing process of the present invention.

[0042] Figure 2 shows the depth variation information of the occluded scene.

[0043] Figure 3 shows the relationship between the obstruction and the viewpoint sampling area.

[0044] Figure 4 shows the relationship between world coordinates and UV viewpoint coordinates for a map area.

[0045] Figure 5 shows the snowplow's snow-pressing blades.

[0046] Figure 6 shows a snow groomer and snowplow in operation. Detailed Implementation

[0047] The present invention will now be described in further detail with reference to the accompanying drawings and embodiments. The technical solutions in the embodiments of the present invention will be clearly and completely described. Obviously, the described embodiments are only a part of the embodiments of the present invention, and not all of them. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative effort are within the scope of protection of the present invention.

[0048] Example 1.

[0049] 1. A method for dynamic terrain rendering with real-time movement of occluders in a realistic simulation, the method comprising the following steps: S1: Create a viewpoint below the terrain, sample the terrain grid vertically upwards, and collect terrain grid point information; the sampled point information includes the grid points' ( x,y,z )data, x and y These are the world coordinates of the map area scene on the XOY plane. x and y Store the value;

[0050] S2: Determine the location of occlusions in the terrain, map grid point information to occlusion locations, and record the scene depth changes caused by the location of each occlusion point. Z The constraint is between 0 and 1;

[0051] ,

[0052] In the formula, Z Represents the change in scene depth; h The vertical depth of the influence on the scene's surface affects the degree of interaction between occluded objects and the ground. z 0 represents the distance from the viewpoint to the ground. z Represents the distance from the ground to objects in the scene;

[0053] Z A value less than 0 indicates the object is below the ground surface, while a value greater than 1 indicates the object is above the ground surface and exceeds the depth of effect. The viewpoint is captured from bottom to top, requiring inversion to reflect the actual change in scene depth. A =1- Z Occlusions in the viewpoint sampling area are assigned one texture image, while unoccluded areas within the area are assigned another texture image.

[0054] S3: Set the world coordinates of grid points within the viewpoint sampling area ( x, y Convert to viewpoint coordinates ( u , v ),

[0055] , ,

[0056] In the formula, u and v This represents the viewpoint coordinates of the grid points within the sampling area. x and y Represents the world coordinates of grid points within the sampling area. k 1, k2 represents the length and width of the sampling region in the XOY coordinate system and the world coordinate system;

[0057] S4: Move the occluder's position, the viewpoint tracks the occluder, and the viewpoint resamples with the occluder as the center; calculate the offset of the grid points in the new viewpoint sampling area in the world coordinate system;

[0058] , ,

[0059] In the formula, Δ x, Δ y and represent the world coordinate offset of grid points within the viewpoint capture area; x A , y A ) represents the world coordinates of the center point of the occluder before it moves. x B , y B () represents the world coordinates of the center point of the occluder after it has moved;

[0060] The viewpoint coordinates of the offset are: , ,

[0061] Obtain the image texture offset that each grid point within the viewpoint sampling area needs to be offset. The texture image does not have a height value. Calculate the texture image coordinates corresponding to the texture images of the grid points within the viewpoint capture area. Px, Py The texture coordinates are saved to the texture image, thus completing the movement of the viewpoint sampling area;

[0062] , , , ,

[0063] In the formula, ( P x , P y () represents the texture image coordinates of the grid points under the sampling area; b 1 , b 2 Texture images representing the area sampled from the viewpoint y, x Resolution size in the direction;

[0064] S5: Calculate the viewpoint coordinates of the center point of the occluder within the viewpoint sampling area after the occluder moves, and determine the occlusion status of each point within the viewpoint sampling area;

[0065] , ,

[0066] ,

[0067] In the formula ( m , n ) represents the occlusion status of the sampling area of ​​the viewpoint after the viewpoint has moved; x 2, y 2) Represents the world coordinates of grid points within the viewpoint sampling area before the viewpoint moves; x 3, y 3) Represents the world coordinates of grid points within the viewpoint sampling area after the viewpoint moves; s This represents the result of being blocked by an obstruction;

[0068] Based on the occlusion results, the height offset along the Z-axis of each point in the viewpoint area of ​​the terrain is controlled, and the grid points are moved to complete the terrain rendering; the position offset of grid points in the occluded area of ​​the viewpoint sampling area is 0, and the grid points in the unoccluded area move offset along the grid vertex normal. offset The actual change in the vertical depth of influence on the scene's surface. A That is, the offset of each point within the viewpoint sampling area.

[0069] ,

[0070] In the formula, This represents the direction of the vertex normal along the grid point;

[0071] S6: Determine the texture images of the unoccluded and occluded locations within the viewpoint sampling area; using the occlusion result as the criterion, employ linear interpolation to finally present the texture image: ,

[0072] In the formula, Y represents the final rendered graphic texture, P1 is one type of image texture, and P2 is another type of image texture; when s is 0 and 1, the texture images of the unoccluded position and the occluded position are returned respectively, that is, when there is occlusion, it is one type of texture image, and the other position is another type of texture image.

[0073] 2. In S4, the occluded object is always centered on the viewpoint. Interactive areas beyond the viewpoint range are restored to their original state and are not calculated.

[0074] 3. Write simulation programs for different software platforms according to steps S1 to S6; the programs include the programs used to execute each step in S1 to S6.

[0075] Example 2.

[0076] This method was applied to a real-world simulation of the snow grooming process using a snow groomer. The analysis focused on the snow grooming operation, which was accomplished through interaction between the snow plow and the scene. Simulation programs S1 to S6 were developed using the Unreal Engine 4.0 software platform. A dynamic terrain rendering algorithm was used to obtain the occlusion status of terrain grid points, thereby changing the material state in real time. By interacting with the snow scene, the material state of the terrain texture image was changed in real time to complete the real-world simulation of the snow groomer and snow plow snow grooming operation.

[0077] (1) Place the snow groomer model into the snow scene and select the custom depth option for the snow plow snow groomer.

[0078] Use the depth object for the viewpoint capture, with the highlighted area as the capture object. Create a snow material sphere, modify its properties to double-sided material, and assign it to the terrain. The snowplow and snow-pressing slab are shown in Figure 5.

[0079] (2) Create a viewpoint, sample terrain grid points, and obtain the depth position of the occlusion (snowboard) scene influence. Create a scene depth material, a viewpoint, and a texture image for viewpoint sampling. Set the material to a post-processing material, which is not assigned to the map. Obtain scene depth variation values ​​to determine the occlusion position. Set the texture image resolution to 1024*1024. Add a scene capture component to the viewpoint and set the capture range to 5120cm*5120cm. Assign the scene depth material and the texture image captured by the viewpoint to the scene capture component to achieve the function of the viewpoint sampling area. Then place the viewpoint below the scene origin and capture it from bottom to top.

[0080] (3) Using texture images as a medium, the world coordinates of the captured grid points are converted into viewpoint coordinates for calculation, and then incorporated into the snow material calculation to draw the vehicle's trajectory. The default map center is the world coordinate origin. The snow groomer is placed on the ground at the center of the map, and the viewpoint is placed below the ground at the center of the map. The trajectory is drawn with the snow groomer as the center. A scalar parameter set, a vector parameter set, a cached interactive trace material, and a cached texture image are created. The scalar parameter set is used to store the viewpoint sampling area range, and the vector parameter set is used to store the real-time position of the viewpoint in the scene. The texture image is used to store the real-time trajectory of the snow groomer.

[0081] Within the viewpoint, the viewpoint offset is calculated, and the viewpoint is moved to ensure the snow groomer remains centered. A dynamic material instance variable is created for the viewpoint-sampled texture image. During snow grooming operations on the snowfield, the sampled texture image is stored in real-time to the dynamic material instance variable. In the scene depth material, the cached texture image is added to the sampled texture image to ensure the trajectory within the viewpoint area persists. In the snow material, the sampling area of ​​the viewpoint relative to the world origin is calculated. This sampling area is assigned to the texture image for viewpoint coordinate calculation. The occlusion situation of the viewpoint sampling area after viewpoint movement is calculated, and finally, the interaction between the snowplow's snow groomer and the snow is obtained.

[0082] (4) Control the vertex offset of the non-interactive area of ​​the snow and the color change of the snow before and after interaction. In the viewpoint, the UV offset value of the sampled texture image is calculated. The material of the cached interaction trace is set, the offset is created and added to the material's own UV value, and multiplied with the occlusion result of the occlusion object to update the material, so that the UV of the material is offset. Update the sampled texture image, and then in the viewpoint, update the dynamic material instance in real time to complete the trajectory drawing. Finally, calculate the offset of the occluded and unoccluded terrain mesh points. The terrain mesh vertex normal is obtained by using the VertexNormalWS function, the texture image is switched by calling the lerp function, and the snow material output is the world position offset, thus completing the snow grooming operation, as shown in Figure 6.

[0083] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention and are not intended to limit it. Although the present invention has been described in detail with reference to the embodiments, those skilled in the art should understand that modifications or equivalent substitutions can be made to the technical solutions of the present invention without departing from the spirit and scope of the present invention, and all such modifications or substitutions should be covered within the scope of the claims of the present invention.

Claims

1. A method for dynamic terrain rendering based on real-time movement of occluders in a realistic simulation, characterized in that, The method includes the following steps: S1: Create a viewpoint below the terrain and sample the terrain grid vertically upwards to collect terrain grid point information; the sampled point information includes grid points. (x, y, z) data, x and y These are the world coordinates of the map area scene on the XOY plane. x and y Store the value; S2: Determine the location of occlusions in the terrain, map the grid point information to the location of the occlusions, and constrain the scene depth change value Z caused by the location of each point of the occlusion to be between 0 and 1; , In the formula, Z represents the scene depth change value; h The vertical depth of the influence on the scene's surface affects the degree of interaction between occluded objects and the ground. z 0 represents the distance from the viewpoint to the ground, and Z represents the distance from the ground to the scene objects; Z less than 0 indicates that the object is below the ground surface, and greater than 1 indicates that the object is above the ground surface and exceeds the depth of influence. The viewpoint is captured from bottom to top and needs to be inverted, that is, the actual change value of scene depth A = 1-Z. Occluded objects in the viewpoint sampling area are assigned one texture image, and unoccluded positions in the area are assigned another texture image. S3: Set the world coordinates of grid points within the viewpoint sampling area ( x, y Convert to viewpoint coordinates ( u, v ), , , In the formula, u and v This represents the viewpoint coordinates of the grid points within the sampling area. x and y Represents the world coordinates of grid points within the sampling area. k 1, k 2 represents the length and width of the sampling region in the XOY coordinate system and the world coordinate system; S4: Move the occluder's position, the viewpoint tracks the occluder, and the viewpoint resamples with the occluder as the center; calculate the offset of the grid points in the new viewpoint sampling area in the world coordinate system; , , In the formula, Δx, Δy, and Δy represent the world coordinate offsets of grid points within the viewpoint capture area; x A , y A ) represents the world coordinates of the center point of the occluder before it moves. x B , y B () represents the world coordinates of the center point of the occluder after it has moved; The viewpoint coordinates of the offset are: , , Obtain the image texture offset that each grid point within the viewpoint sampling area needs to be offset. The texture image does not have a height value. Calculate the texture image coordinates corresponding to the texture images of the grid points within the viewpoint capture area. P x , P y The texture coordinates are saved to the texture image, thus completing the movement of the viewpoint sampling area; , , , , In the formula, ( P x , P y () represents the texture image coordinates of the grid points under the sampling area; b 1 , b 2 represents the texture image within the viewpoint sampling area. y, x Resolution size in the direction; S5: Calculate the viewpoint coordinates of the center point of the occluder within the viewpoint sampling area after the occluder moves, and determine the occlusion status of each point within the viewpoint sampling area; , , , In the formula ( m, n ) represents the occlusion status of the sampling area of ​​the viewpoint after the viewpoint has moved; x 2, y 2) Represents the world coordinates of grid points within the viewpoint sampling area before the viewpoint moves; x 3, y 3) Represents the world coordinates of grid points within the viewpoint sampling area after viewpoint movement; s represents the result of occlusion. Based on the occlusion results, the height offset along the Z-axis of each point in the viewpoint area of ​​the terrain is controlled, and the grid points are moved to complete the terrain rendering. The position offset of the grid points in the occluded area of ​​the viewpoint sampling area is 0, and the offset of the grid points in the unoccluded area along the grid vertex normal is the actual change value A of the vertical upward influence depth of the scene surface, that is, the offset of each point in the viewpoint sampling area. , In the formula: This represents the direction of the vertex normal along the grid point; S6: Determine the texture images of the unoccluded and occluded locations within the viewpoint sampling area; using the occlusion result as the criterion, employ linear interpolation to finally present the texture image: , In the formula: Y represents the final graphic texture, P1 is one type of image texture, and P2 is another type of image texture; when s is 0 and 1, the texture images of the unoccluded position and the occluded position are returned respectively, that is, when there is occlusion, it is one type of texture image, and the other position is another type of texture image.

2. The method according to claim 1, characterized in that, In S4, the occluder is always at the center of the viewpoint, and the interactive area beyond the viewpoint range is restored to its original state and is not calculated.

3. The method according to claim 1, characterized in that, The simulation program is written according to steps S1 to S6 and applied to different software platforms; the program includes the program for executing each step S1 to S6.

4. A method for dynamic terrain rendering in a simulation of snow grooming operations using a snow groomer as described in claim 1, 2, or 3, characterized in that: The object in step S1 is the snow grooming operation of the snow groomer, and the obstruction is the snow plow snow grooming board. The snow grooming operation is completed through interaction between the snow plow snow grooming board and the scene. The simulation programs S1 to S6 are written using the Unreal 4.0 software platform. The dynamic terrain rendering algorithm is used to obtain the occlusion of terrain grid points. By interacting with the snow scene, the material state of the terrain texture image is changed in real time to complete the real-scene simulation of the snow groomer snow plow snow grooming operation. Place the snow groomer model into the snow scene, and select the snowplow snow groomer as the target for viewpoint capture; create a snow material, modify its properties to double-sided material, and assign it to the terrain; create a scene depth material, viewpoint, and viewpoint capture texture image, and obtain scene depth variation values ​​to determine occlusion positions; place the viewpoint below the scene origin and capture it from bottom to top; assign the material and texture image to the scene capture component to achieve the viewpoint capture area; The viewpoint tracks the snow groomer, calculates the occlusion of the viewpoint relative to the sampling area of ​​the world scene center, calculates the offset of occluded and unoccluded terrain mesh points, creates the offset and adds it to the material's own value and assigns it to the texture image for updating, controls vertex offset and texture changes before and after interaction; the capture results are assigned to the snow material and drawn. The system updates dynamic material instances in the viewpoint in real time, completes the drawing of the vehicle's movement trajectory on the snow, and completes the realistic simulation of the snow groomer and snowplow's snow-pressing effect.