Hi!
I'm creating a voxel-based terrain engine which will be able to represent sharp features (for artificial objects like buildings).
Streaming and Level Of Detail are essential for large-scale terrain visualization, but they introduce a non-trivial(?) problem: cracks between patches with varying levels of detail.
Is there any standard, industrial-strength solution for stitching voxel chunks with different resolution?
Transvoxel is suited only for smooth terrains, and Google tells me that Dual contouring is my best bet.
So far the best resources on this subject are this guy's blog:
and Jonathan Blow's generic BSP-based stitcher which seems to be fiendishly hard to implement:
http://number-none.com/product/Unified%20Rendering%20LOD,%20Part%205/index.html