Original Post
Hi, I'm trying to implement "GPU Terrain Rendering" from Game Programming Gems 6. The idea is similar to chunked LOD, but uses displacement mapping so that only one chunk needs to be stored. Then this one chunk is drawn repeatedly at different scales to make up the terrain. Anyway, I'm trying to figure out how to do geomorphing. The problem is for a given vertex, I only sample its refined height from the heightmap, and I don't have its height at the coarser level. One idea I had was to sample the vertex neighbors and average them to get what the height would be at the coarser level, but this requires two additional vertex fetches. Any suggestions?