Abstract:A new method for generating dynamic near space platform terrain based on the quadtree algorithm is put forward. And a new real-time optimization algorithm for the recursive quadtree segmentation algorithm is proposed. The algorithm uses the strategy of visibility culling and the storage way of data simplification to solve the problem of the cracks in the terrain rendering. Through the implementation and optimization of the algorithm, the real-time rendering speed is improved as long as the visual truth degree of terrain environment is guaranteed. The experimental results show that the proposed quadtree algorithm can rapidly generate the grid subdivision of the terrain data, and get the better mesh result.