A great deal has changed since 1997 when Schiavone first described the generic pipeline generation process for building an environmental database for military models and simulations. Environment representations have gone from cartoonist graphics to near real-life renderings possessing properties of physics and intelligence where appropriate. Within this article we discuss several contemporary and past terrain database generation processes, as well as challenges faced in generating terrain databases for military models and simulations today. These challenges include decentralized, distributed modification, frequent and incremental updates, and the need for a shared level of validity by users with heterogeneous needs. We propose a novel approach that addresses network-centric terrain database generation and provides distributed bi-directional, incremental updates that addresses many of these needs. We also developed, tested, and analyzed a prototype architecture and two types of feature modification applied to terrain within the network, the results of which are presented, along with conclusions and future research recommendations.
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