Terrain LOD: Runtime Regular-Grid Approaches
Implementations with Source
	- 
	seamless
	
- 
	
	CDLOD by Filip Strugar
		- a very clear, easy to follow paper with demos and complete source 
		code, implemented on DirectX
 
- libMini by Stefan 
	Röttger
	
- 
	 Chunked 
	LOD by Thatcher Ulrich Chunked 
	LOD by Thatcher Ulrich
		- ChunkLOD is a hybrid approach which takes a grid as input, and 
		generates a file containing "chunks" which are sections of the terrain 
		as RTIN LODs
- a runtime engine then loads the "chunk file" and very efficiently 
		swaps as needed, for very high polygonal throughput, approaching the 
		limits of the graphics card
- includes full public-domain source, using OpenGL and SDL:
		tu-testbed 
		page at Sourceforge, the
		paper (pdf) describes the general algorithm, and the
		readme contains implementation details
- it can read BT 
		and works very well with the VTP distribution data files
- an adaptation of chunkLOD to OSG by Vladimir Vukicevic is on the 
		page
		osg tools and 
		hacks
 
- ROAM
	by Mark Duchaineau
		- a full implementation is now available of this classic academic 
		algorithm
- source compiles on SGI boxes and on recent Linux distributions
 
- SoTerrain
	
		- a terrain visualization library for Coin (GPL implementation of 
		OpenInventor)
- includes a finite dual queue ROAM implementation, and a Geo 
		Mip-Mapping implementation
 
- SOAR 
	by Peter Lindstrom and Valerio Pascucci
		- implements
		Visualization of large terrains made easy
- the preprocessing stage requires "8/3 × 20", or around 53 bytes per 
		heixel
- at runtime it requires "from 20 to 33" bytes/heixel
- does geomorphing, reads data from PNG
- full source, but a restrictive license, only free for limited 
		noncommercial use
 
- Demeter 
	by Clay Fowler (site was terrainengine.com, now only at
	SourceForge : Demeter)
		- cross-platform C++ library, license is LGPL
- the core library is dependent only on OpenGL; useful additional 
		functionality is built on GDAL,
		SDL,
		OSG
- supports detail textures using splatting
 
- Seumas Young's 
	Terrain Tutorial
		- A ten-part series of articles with a simple description of modeling and 
		rendering a basic artificial terrain.  The LOD is derived from 
		Lindstrom's 
		Terrain Simplification Simplified.  There is lots of good advice 
		with illustrated examples (bake the lighting into the terrain, don't 
		recompute detail every frame, limit camera motion, etc.) 
- Includes 
		source (for Windows and OpenGL)
 
- 
	Bryan 
		Turner's article describing the TreadMarks algorithm (split-only 
		ROAM bintrees) 
- Ranger 
	Mk II by Andras Balogh
		- implements an improved version of Lindstrom's
		
		SOAR algorithm; Andras refers to his algorithm as SOARX
- the improvements, detailed in
		his thesis (pdf), include optimization of the triangle striping 
		process, and additional of procedural detail to the lowest level of 
		detail
- makes heavy use of cutting-edge graphics card features, so it runs 
		only on recent NVidia cards
 
 lScape 
	by Adrian Welbourn lScape 
	by Adrian Welbourn- 
		- implements
		geomipmapping 
		based on a paper by Willem H. de Boer
- implements
		
		hierarchical visibility based on a paper by A. James Stewart
- implements 
		texture splatting based on a paper by Charles Bloom
- beautiful cast shadows
- includes source under GPL!
- uses advanced OpenGL features: accelerated rendering with NV 
		Var Fenceandtexture_env_combine, where supported 
		by ICD
 
- Danny Chapman's 
	gliding flight sim
		- primarily a glider simulation, with several precalculated "wind 
		field" data files for realistic wind modelling
- provides a open-source implementation of Lindstrom's
		Visualization of large terrains made easy, including geomorphing and 
		view-frustum culling 
- binary for Windows, source for Linux; uses OpenGL & GLUT
- nice cast shadow of the glider onto the ground
 
- XTerra 
	by Ofer Hoberman
		- open source implementation of Röttger's approach, demo built on GLUT
- reads supplied .RAW files for height and texture
 
- 
	
	Crystal Space / DDG 
	(Digital Dawn Graphics Toolkit) 
		- Alex Pfaffe's project DDG developed a CLOD implementation which has 
		been merged with the Crystal Space cross-platform 3D toolkit
- classes: ddgTBinTree is used for CLOD of 32x32 sample blocks and 
		ddgTBinMesh sews a collection of bintrees together to form a continuous 
		larger mesh
		
- implements frame coherency like ROAM 
- basic structure requires 3 bytes plus height field values (2 bytes), 
		total 5 bytes/heightmap sample, plus 12 bytes per drawn vertex
 
Old / Historical
	- awu - terrify
		- 2003 (?) seems to be no longer online.
- based on Lindstrom and Pascucci's work in "Visualization of Large 
		Terrains Made Easy", but the algorithm has been made even easier
- clean, simple source and executable for Windows, but should be 
		easily portable
- efficient memory usage per heixel (1 byte Z, 1 byte error, 1 byte 
		radii lookup)
  
- engine1 
	by David Dufke (2006)
		- an OpenGL-based engine, full source
- ROAM-derived CLOD terrain
- reads BT, handles 4k*4k easily
 
- Continuous LOD Terrain Renderer, 1997
		- 
		 implementation 
		of the Lindstrom-Koller algorithm implementation 
		of the Lindstrom-Koller algorithm
- by Torgeir Lilleskog of the
		Norwegian University of Science and 
		Technology, packaged and presented by Bjørn Stensrud
- a very detailed descriptions and analysis of other algorithms is 
		contain in the paper Textured Terrain Rendering on Low-End 3D 
		Hardware
- their sample terrain is a small nonstandard DEM of Nordoeyane on the 
		coast of Norway, 542*532 points
- since the data points are so far apart, the LOD algorithm rarely has 
		an opportunity to cull vertices, making this a non-ideal showcase for 
		terrain LOD
 
See Also: some commercial Game 
Engines (Middleware) provide impressive Terrain LOD capabilities