Geomipmapping
Encyclopedia
Geomipmapping or geometrical mipmapping is a real-time block-based terrain rendering
Terrain rendering
Terrain rendering covers a variety of methods of depicting real-world or imaginary world surfaces. Most common terrain rendering is the depiction of Earth's surface.It is used in various applications to give an observer a frame of reference...

 algorithm developed by W.H. de Boer in 2000 that aims to reduce CPU processing time which is a common bottleneck in level of detail
Level of detail
In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according other metrics such as object importance, eye-space speed or position....

 approaches to terrain rendering.

Prior to geomipmapping, techniques such as quadtree rendering were used to divide the terrain into square tiles created by binary division with quadradically diminishing size. The subdivison step is typically performed on the CPU which creates a bottleneck as geometry commands are buffered to the GPU. Unlike quadtrees which send 1x1 polygon units to the GPU, to reduce the CPU processing time geomipmapping divides the terrain into grid-based tiles which are themselves regularly subdivided. Typically, a fixed number of vertex buffer objects (VBOs) are stored on the GPU at different grid resolutions, such as 10x10 and 20x20, and then placed at major terrain regions selectively chosen by the CPU. A vertex shader is then used to reposition the vertices for a given VBO, all on the GPU. Overall, this results in a major reduction in CPU processing, and reduced CPU-to-GPU bandwidth as the GPU then performs most of the work. Geoclipmaps and GPU raycasting are two other modern alternatives to geomipmapping for interactive rendering of terrain.
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