Large scale terrain rendering in real-time is a well known problem across
the computer graphics community which has garnered many solutions relying
on dynamic level of detail changes to the terrain.  These algorithms
typically fit into two categories: in-core and out-of-core. Out-of-core
algorithms usually require data to remain static, thus disallowing
terrain modification whereas in-core algorithms allow for deformation,
but usually require updating of modified data through a data hierarchy
which can potentially be a slow process. This paper presents a solution
for out-of-core deformable terrain rendering that works in real-time.
Since the requirements of in-core deformable terrain do not scale to an
out-of-core system, the need for data propagation and recalculation of
error bounds has been eliminated.

\noindent {\bf Keywords:} level-of-detail (LOD), deformable
