Most of the papers i've read base their terrain in some form or another on a quadtree. See this at page 38:
Doesn't the first point contradict the bottom two? How can you have a fixed 33x33 vertex grid per leaf yet talk about adaptive division in a quad tree? The terminology is confusing and i'd appreciate any clarity on this!
Here are my assumptions:
Re-placing the patches everytime the quadtree changes would be a hit wouldn't it?
- Quadtree starting at terrain bounds.
- Iterate down to observer location.
- Constrained version (no more than 1 level difference between neighbours)
- Frustum cull.
- Place terrain patch in each resulting leaf, where the scale differs but the resolution is always 33x33.