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Terrain LOD Through Hardware Tessellation

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First pass at terrain level of detail using hardware tessellation in the DirectX 11 pipeline. The combination of using quad-trees with three layers of tessellation detail on chunked terrain yields pretty solid results.
Terrain LOD Through Hardware Tessellation
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hardware tessellation
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Tesselated Terrain (simple) - C++ OpenGL experiments
Terrain rendering with view-dependent tessellation
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