Screenshot of Diamond implementation Screenshot of Roettger terrain renderer

Results and intermediary work (including images, sources, proofs, arguments, code, etc.) are made available on this page. Periodically you may find new articles, code, comments and examples here.

Diamond is a continuous level-of-detail terrain algorithm, that uses split/merge routines similar to ROAM to obtain a terrain tesselation. Diamond introduces the use of LIFO queues and a novel underlying mesh structure to optimize the tesselation process and make the process and the results more suitable to hardware rendering.

Part of my research and additionally part of my courses for this year required implementations of various terrain algorithms, implementations and additional results are available in this section.