Rendering high quality digital terrains at interactive
rates requires carefully crafted algorithms and data
structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform.
In this survey, we analyze multi-resolution approaches
that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems
to date. After providing a short background and motivation
for the methods, we focus on illustrating models based on
tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accuracy.