@ARTICLE\{IMM2003-01425, author = "B. D. Larsen and N. J. Christensen", title = "Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail", year = "2003", month = "feb", keywords = "terrain, viewing algorithms, frame-to-frame coherence, multiresolution modelling, continuous level of detail", pages = "282-9", journal = "Journal of {WSCG}", volume = "11", editor = "", number = "2", publisher = "", note = "WSCG'2003: 11th International Conference in Central Europe on Computer Graphics, Visualization and Digital Interactive Media", url = "http://www2.compute.dtu.dk/pubdb/pubs/1425-full.html", abstract = "We present a method for real-time level of detail reduction that is able to display high-complexity polygonal surface data. A compact and efficient regular grid representation is used. The method is optimized for modern, low-end consumer {3D} graphics cards. We avoid sudden changes of the geometry - also known as ’popping’, when reducing the geometry by exploiting the low-level hardware programmability in order to maintain interactive framerates. Terrain models are repolygonized in order to minimizing the visible error. Furthermore, the method minimizes {CPU} usage during rendering and requires minimal pre-processing. We believe that this is the first time that a smooth level of detail has been implemented in commodity hardware.", isbn_issn = "{ISSN} 1213-6972" }