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\bibitem{VTP}
Virtual terrain project.
\newblock http://www.vterrain.org/.
\newblock Last accessed: October 21, 2009.

\bibitem{IMEDLT:2004}
Samuel Atlan and Michael Garland.
\newblock Interactive multiresolution editing and display of large terrains.
\newblock {\em Computer Graphics Forum}, 25(2):211--223, June 2006.

\bibitem{FTRUGM}
Willem~H. de~Boer.
\newblock Fast terrain rendering using geometrical mipmapping.
\newblock http://www.flipcode.com/archives/Fast\_Terrain\_Rendering
  \_Using\_Geometrical\_MipMapping.shtml, 2000.
\newblock Last accessed: 10/08/2009.

\bibitem{Duchaineau97roamingterrain:}
Mark Duchaineau, Murray Wolinsky, David~E. Sigeti, Mark~C. Mille, Charles
  Aldrich, and Mark~B. Mineev-weinstein.
\newblock Roaming terrain: Real-time optimally adapting meshes.
\newblock In {\em IEEE Visualization}, pages 81--88, 1997.

\bibitem{Freese04}
Peter Freese.
\newblock Solving accuracy problems in large world coordinates.
\newblock In {\em Game Programming Gems 4}. Charles River Media, March 2004.

\bibitem{Glinker:2004}
Paul Glinker.
\newblock Flight memory fragmentation with templated freelists.
\newblock In {\em Game Programming Gems 4}. Charles River Media, 2004.

\bibitem{Hoppe98smoothview-dependent}
Hugues Hoppe.
\newblock Smooth view-dependent level-of-detail control and its application to
  terrain rendering.
\newblock In {\em VIS '98: Proceedings of the conference on Visualization '98},
  pages 35--42, Los Alamitos, CA, USA, 1998. IEEE Computer Society Press.

\bibitem{Lindstrom96real-time-continuous}
Peter Lindstrom, David Koller, William Ribarsky, Larry~F Hodges, Nick Faust,
  and Gregory Turner.
\newblock Real-time, continuous level of detail rendering of height fields.
\newblock pages 109--118, 1996.

\bibitem{Lindstrom01visualizationof}
Peter Lindstrom and Valerio Pascucci.
\newblock Visualization of large terrains made easy.
\newblock In {\em VIS '01: Proceedings of the conference on Visualization '01},
  pages 363--371, Washington, DC, USA, 2001. IEEE Computer Society.

\bibitem{1015799}
Frank Losasso and Hugues Hoppe.
\newblock Geometry clipmaps: terrain rendering using nested regular grids.
\newblock In {\em SIGGRAPH '04: ACM SIGGRAPH 2004 Papers}, pages 769--776, New
  York, NY, USA, 2004. ACM.

\bibitem{RVLVDT}
Steen~Lund Nielsen and Thomas Lauritsen.
\newblock Rendering very large, very detailed terrains.
\newblock http://www.terrain.dk/, 2005.
\newblock Last accessed: 10/08/2009.

\bibitem{ONe07}
Sean O'Neil.
\newblock A real-time procedural universe, part three: Matters of scale.
\newblock http://www.gamasutra.com/features/20020712/oneil 01.htm.
\newblock Last accessed: November 2007.

\bibitem{Pajarola98largescale}
Renato Pajarola.
\newblock Large scale terrain visualization using the restricted quadtree
  triangulation.
\newblock page pages, 1998.

\bibitem{Rottger98real-timegeneration}
Stefan Rottger, Wolfgang Heidrich, Philipp Slusallek, Hans peter Seidel,
  Graphische~Datenverarbeitung (immd, and Universität Erlangen-nürnberg).
\newblock Real-time generation of continuous levels of detail for height
  fields.
\newblock pages 315--322, 1998.

\bibitem{Shankel:2002}
Jason Shankel.
\newblock Fast heightfield normal calculation.
\newblock In {\em Game Programming Gems 3}. Charles River Media, 2002.

\bibitem{ChunkedLOD}
Thatcher Ulrich.
\newblock Rendering massive terrain using chunked level of detail control.
\newblock ACM SIGGRAPH 2002: Proceedings of the 29th annual conference on
  Computer graphics and interactive techniques, 2002.

\bibitem{FANCFHLOANIG}
Huanxi Zhao.
\newblock Fast accurate normal calculation for heightfield lighting on a
  non-isometric grid.
\newblock In {\em CGIV ’06: Proceedings of the International Conference on
  Computer Graphics, Imaging and Visualisation}, pages 408--413. IEEE Computer
  Society, 2006.

\end{thebibliography}
