This paper describes the implementation of a terrain generation technique, featuring a solution meant to address the problem of continuous level of detail. The implemented technique is employed as part of a custom-built rendering engine that can be extended by programming-proficient users to create desktop applications with 3D rendering capabilities. Throughout this paper, we focus on the challenges posed by generating and rendering terrain with variable level of detail, dependent upon the camera position. We analyze the roots of the problem and provide a tessellation-based solution to solve it, while maintainig the accuracy of the topology. The description of the various implementation aspects will also include some insight into the basic data structures employed.
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