In this paper we present a method to achieve interactive rendering of
smooth terrain based on coarse data.
Therefore we use adaptive subdivision surfaces which are calculated on
the fly by using information from the directed edge based mesh of the
previously rendered frame and throwing away no more longer used triangles.
This way we are able to gain fast, high quality, and view-dependent refined
meshes at marginal cost in memory consumption. Additionally, this technique
is compatible to traditional formats like progressive meshes.