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 Seumas McNally
Continuous LOD Terrain Meshing Using Adaptive Quadtrees Thatcher Ulrich
Diamond Basics Henri Hakl This article describes very generally an algorithm that might be good alternative when implementing CLOD terrain. ROAMing Terrain: Real-time Optimally Adapting Meshes Mark Duchaineau
Smooth view-dependent LOD control and its application to terrain rendering Hugues Hoppe
Terrain rendering Tom Nuydens 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. Xvox demo April, 2003 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. |