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2011 Terrain Techniques

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I want to implement some kind of cool way of rendering the terrain using hardware tessellation for LOD
I looked at the recent NVIDIA SDK and they seem to present a decent idea, although im not sure if its the best approach.

I have split the terrain into chunks of 3333 triangles for now, I think the next step is to have a way to cull them.
These all seem like valid options, but it is unclear which is best:

frustum cull with lose octree
frustum cull with kd-tree
frustum cull with kd-tree (parrallel kd tree)
Creator of Newton Dynamics (physics engine) suggested using his dScene collision class (tree with rotation) and extending it (he thinks it beats all other techniques)
CHC++ (occlusion incorporated, seems very good but seems like a pain to implement).

I think what I want to do is first of all get each terrain chunk culled nicely,
and then use hardware tessellation LOD to tessellate close triangles (evaluation in screen space or camera distance?)

Anyone working on something similar?
I am not really interested in CPU LOD since by the time my game will be released most people will have shader model 5.

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