Inter-frame caching for high quality terrain rendering

@inproceedings{Larsson2004InterframeCF,
  title={Inter-frame caching for high quality terrain rendering},
  author={M{\aa}rten Larsson and Magnus Wrenninge and Douglas Roble},
  booktitle={SIGGRAPH '04},
  year={2004}
}
At Digital Domain a terrain renderer called Terragen is currently used for creating high resolution images of procedurally generated terrain for visual effects in feature films. This is an object based renderer that generates the mesh representing the landscape by subdividing triangles and shading the triangle vertices in the process. This sketch will describe how we used and adapted a real-time technique called Real-time Optimally Adapting Meshes (ROAM) [Dushaineau et al. 1997] to generate a… 
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References

ROAMing terrain: Real-time Optimally Adapting Meshes

This work presents an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame.