This paper introduces a terrain rendering technique based on Geometry Clipmaps. This technique includes screen-space error analysis from application’s view parameters in order to provide error-bounded visualization.
This is accomplished dividing each nested patch into tiles to analyze the projected error into screen, as tiled-block terrain rendering techniques do.
Finally, the implementation takes advantage of modern GPU processing power using DirectX 10 graphics library. The results obtained allow real-time navigation over large terrain extensions, consuming little CPU processing time.