To make the real-time rendering of large scale terrain more efficient
a batched LOD algorithm is proposed in which terrain blocks are handled as the processing unit.In the preprocessing stage
multi-resolution terrain data is partitioned into regular blocks with predefined sizes.These blocks are organized in the form of quadtree.Based on this form
an error metrics for LOD selection is designed in order to simplify the computation of level decision.Then by the means of adding skirts and geometry morphing
different levels are transited without a visual distortion or popping.When terrain is being rendered
frustum culling is used to reduce data transmitted to graphics hardware.To efficiently implement data loading and datasets management
terrain quadtree lists and a prediction strategy are introduced.From the result of final simulation
it can be seen that the algorithm can fully harness the power of current graphics hardware and reach higher rendering rates.