Geometry Clipmaps
Coarsest Level
Finest Level
•Terrain as mipmap pyramid
•LOD using nested grids
The clipmap hierarchy itself can be seen as a pyramid similar to a mipmap pyramid.

The full hierarchy is a prefiltered sequence of power-of-two sized grids, where the finest level contains the whole terrain at the finest resolution.

<click> //The clipmap is a clipped version of this pyramid consisting of windows at each level.
The clipmap can be thought of as a window into this pyramid at each level.

Each cached and rendered level is of a predetermined size centered around the viewer.
<click> Here we see the finest level closest to the viewer
<click> The next coarser level, which has a region cut out where the next finer level would be rendered.
<click> <click> Which is the way it looks for all of the other levels
At the coarsest level, the entire terrain extents have been rendered.

Top right shows a coarse example.

As the viewer moves, clipmap levels incrementally updated and shifted.
I’ll be talking more about this later.