I’m just looking for a good review of modern large-scale terrain rendering techniques. I’ve been reading about a few individually, various quadtree stuff, GPU clipmaps, continuous methods, but I don’t have a good grasp of the state of the art, performance comparisons between methods, what I should invest my time learning better etc. A well-written review article would help a lot. But I can’t find much, at least not from the last few years. If there isn’t a good academic article maybe someone wrote a great blog post or something? I get a lot of hits searching around but they are mostly zillions of different people implementing this or that algorithm for demo projects, it’s harder to find systematically put together information giving an overview of the field and techniques.
I wish I had what you are searching for, I would be very interested in this as well.All I have are bits and pieces you may or may not already be familiar with.
SIGGRAPH presentations are generally a pretty good resource. This one about UE5 Nanite has some interesting nuggets: https://advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf To get an overview of the field as a whole you will probably have to dive into the references and see what people are citing. Apparently this one was pretty influential? https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
Would love to hear what you have found yourself.
Don’t really know if this helps, but I’m using it as reference: LandscapeLab! is a landscape rendering tool and serious game. It’s very prototypical, and not really stable, but it looks quite nice.