Large scale terrain rendering is a well known problem across the computer graphics community, and as a result, several level of detail algorithms have been developed and published. Out-of-core algorithms usually require their data to remain static, thus not allowing for deformation. In-core algorithms do allow for updates to the height samples, but usually require updating of modified data up through a hierarchy and recalculations of nested error bounds. This thesis presents a solution for out-of-core deformable terrain. Since the requirements of in-core deformable terrain will not scale to an out-of-core system, the need for data propagation and recalculation of error bounds is eliminated. |