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Terrain Rendering Adaptive LOD

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This video showcases the latest iteration of my terrain renderer written in Rust using the Bevy game engine.
Recently I have developed and implemented an adaptive terrain tessellation algorithm using compute and vertex shader, which distributes vertices according to the density (roughness) of the terrain.
Recently I have developed and implemented an adaptive terrain tessellation algorithm using compute and vertex shader, which distributes vertices according to the density (roughness) of the terrain.
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