Rendering Very Large, Very Detailed Terrains

This page describes our midway project (spring semester 2003) at the Technical University of Denmark, supervised by Niels Jørgen Christensen.

Our overall goal for this project is to extend existing and develop new methods for high quality, real-time rendering of very large, very detailed terrains on commodity hardware.

We try to reach this goal by using a combination of hardware friendly level-of-detail algorithms and procedural detail generation.

During our project we hope to update this web page with more information, screen shots etc. Until then just send us an e-mail if you have any questions.


Watch the Demo

Download 61MB:

Read the paper

The paper is available here: terrain.pdf

Get the source code

Get the source code here:



Papers & sites

Terrain Rendering Terrain synthesis Subdivision Surfaces Texturing Lighting Ecosystems High performance (nvidia) hardware rendering