Real-Time Generation of Continuous Levels of Detail for Height Fields
1998 - S. Röttger, W. Heidrich, Ph. Slusallek, H.-P. Seidel
This paper shows how to do continuous level of detail using geomorphing on heightfields. Basic datastructure structure used is a quadtree extracted from the heightmap without any extra memory used.
A Real-Time Procedural Universe, Part 2: Rendering Planetary Bodies
August 2001 - Sean O'Neil
This article shows how to implement the ROAM algorithm to spherical bodies.
Binary Triangle Trees and Terrain Tessellation
Continuous LOD Terrain Meshing Using Adaptive Quadtrees
This article describes very generally an algorithm that might be good alternative when implementing CLOD terrain.
ROAMing Terrain: Real-time Optimally Adapting Meshes
Smooth view-dependent LOD control and its application to terrain rendering
This article gives an easy to understand explanation of how to extract a quadtree datastructure from a regular 2D matrix. It is used to render a heightmap with continous level of detail.
Visualization of Large Terrains Made Easy
2001 - Peter Lindstrom, Valerio Pascucci
This article discusses an algorithm for rendering high detail terrain using LOD. They focus on easy to implement algorithms as well as memory optimization for improved cache performance.
This demo with source code and technical description shows how to implement displacement mapping with trilinear filtering using vertex shaders in DX8.
Terrain Geomorphing in the Vertex Shader
April, 2003 - Daniel Wagner
This article shows how to do efficient rendering of terrain using hardware vertex shaders for geomorphing. It also talks about using PVS for hidden surface removal.
Terrain LOD Published Papers
A very good list with links to various terrain rendering algorithms.