at its core it's just an interpolated discrete lod. Both geomipmapping and geoclipmapping feature some kind of interpolation: that does not make it a continuous metod.
There's a big difference though, the interpolation method is seamless and continuous (thus the name): one segment is morphed completely into another before it's 'swapped', with no seams between LOD levels. Geoclipmaps, geomipmaps (and ChunkedLOD) have T seams between LOD levels and require 'stitching strips' on one hand, and on the other the morphing method only works (reasonably) well for heights but you're still swapping between two different meshes so there's inevitable popping if you're vertex fetching and trying to interpolate other data types (such as normals).
(Another difference is that CDLOD interpolates completely predictably based on the 3D distance between the vertex and the camera, unlike geoclipmaps/chunkedlod.)
I seriously hope this is not going to happen on CPU! The only possible way to do so is VTF.[/quote]
No, of course, vertex texture fetching is used, read the paper.
Please note how he's basically admitting the algorithm to be interpolated across discrete states. Having worked on a method that was based on displacing vertices similarly, I am surprised it does not produce consistent wobble.[/quote]
It doesn't wobble because it's not morphing it in a simplistic way: all morph levels are pre-generated to avoid that. (Seriously, try reading the paper? )
I don't understand what would satisfy your definition of a continuous algorithm - ROAM maybe? Whatever you do it still has to be discretized into render calls unless you can store all the heightmap, normalmap and other data into one big buffer and render from it using tessellation or something similar?
Anyway, I downloaded the 210MiBs required to look at the system. It required me to build the data set on my system. The non-interactive program uses a single core and took like 2 minutes to run. It then took a few minutes (I'd say close to 15m) at runtime to start. Again, single-core. The program blowed about 210 MiBs of RAM to produce around 1 Gig of data. When running, it takes about 180 MiBs.
The method has been "tuned" so most triangles are about... I'd say 4 pixels wide.[/quote]
Well if the triangles are 4 pixels wide on your device then why not try dropping the quality level? You're hardware is probably not the 'target audience' (for example, on my monitor they look around 10ish pixels wide, probably the same dataset): there's a button on the HUD saying "Render grid size:" - drop that one notch and reduce the viewing distance. If you want to save on memory, drop the HeightmapLODOffset and NormalmapLODOffset by one, should reduce the memory use to approx 30-40% of the current. Also, the demo you mention uses a texture splatting technique which must take at least 10MiB RAM without any terrain data loaded - remove that and you've saved some more.