
1
I
GPU Terrain Subdivision
and Tessellation
Benjamin Mistal
This paper presents a GPU-based algorithm to perform real-time terrain subdi-
vision and rendering of vast detailed landscapes. This algorithm achieves smooth
level of detail (LOD) transitions from any viewpoint and does not require any
preprocessing of data structures on the CPU.
1.1 Introduction
There are a lot of existing terrain rendering and subdivision algorithms that
achieve fantastic results, and fast frame rates. Some of these algorithms, however,
are limited. They can require the preprocessing of large data sets, constant
transferring of large data sets from the CPU to the GPU, limited ...