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ROAM

Hardware På svenska → Updated: 2026-10-25

Builds terrain as a binary triangle tree and splits or merges triangles every frame against a screen-error metric — fine-grained but CPU-heavy.

ROAM — Real-time Optimally Adapting Meshes — was presented by Duchaineau et al. in 1997 (Lawrence Livermore). The terrain is a binary triangle tree: where detail is needed a triangle splits in two, where it is not two merge back. Two priority queues, one for splits and one for merges, let the mesh adjust incrementally and stay frame-coherent — only what must change between two frames does.

The result is extremely fine-grained: dense triangles near the camera, sparse ones at the horizon. But the bookkeeping runs on the CPU, one triangle at a time, and once graphics cards grew fast it paid off more to hand the GPU large static blocks. Geomipmapping and chunked LOD took over for that reason.

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