I'm currently trying to generate a really large procedural terrain in WebGL. I use a quadtree for LOD and plan to generate 1 heightmap for each quadtree node (terrain patch).
The heightmaps are generated on the GPU and with such a large terrain, 32 bits floats don't have enough precision for the smaller terrain patches. This results in terrain becoming "blocky". This article uses bicubic surfaces to smooth things out.
I thought a lot about it and the only other solution I have is to generate the smallest terrain patche on the CPU (with double precision) instead of the GPU, but continue to generate the larger patches on the GPU. But this doesn't seem like the best thing to do. Does someone have an idea for a better solution?
Also, I can't use double precision on the GPU because I'm using WebGL, which doesn't support it.
Thanks a lot :)