HALO-WARS-The-Terrain-of
	Vector Field
	restricted quadtree triangulation
	tesselation
	spladding??
	
Real-Time, Continuous Level of Detail Rendering of Height Fields
	Lindstrom:1996:RCL:237170.237217
	Old: TIN Triangulated irregular neworks https://en.wikipedia.org/wiki/Triangulated_irregular_network
		create expensive -> nicht ineteraktiv
	Ziele von Terrain rendering
		1. efficient queryable
		2. dynamic changes to geometry
		3. local changes schould stay local
		4. small view changes -> smal adjustments
		5. mMittel der inacciracy of LOD
	einführung von Quattrees
		LOD, error Function
		Quadtree ( remove vertex if lowest LOD and error small

Large Scale Terrain Visualization Using The Restricted Quadtree Triangulation
	Pajarola:1998:LST:288216.288219
	Restricted quadtree triangulation
	Optimization and eroorfunction improvements
	Quadtree is implicit on a 2D grid
	Triangle Strip creation

	
glTF -GL Transmission Format "JPEG for 3D"
	https://github.com/KhronosGroup/glTF/tree/master/specification
	Standart der Khronos Group efficient transfer of 3D content
	scenes, nodes, cameras 
	meshes, texturen, images, samplers
		buffer data in binary, opengl ready
	materialien (tehcniques, programs, shaders)
	(Animationen / skinning / bones )
	glTF/loaders : c# threejs
	Unreal: https://github.com/RobertPoncelet/UnrealGLTFLoader
		https://issues.unrealengine.com/issue/UE-16059
	binary gltf
	
3D tiles -> Specification for streaming massive heterogeneous 3D geospatial datasets.
	https://github.com/AnalyticalGraphicsInc/3d-tiles
	any spatial data structure ,
		refinement replacement or additive, and can be mixed in each node
		kd tree (splitting plan xyz, 2 childs) or multiway k-d tree (multiple splits)
		quadtree 4 uniformly subdividet children, or variants (tight bounding box, loose quadtree
		Octrees
		Grids
	json metadaten
		boundingbox (box [west, south, east, north, minimum height, maximum height], region, sphere)+ geometricError (->Screen space Error)+(transformation)
	WGS84 coordinates http://earth-info.nga.mil/GandG/publications/tr8350.2/wgs84fin.pdf
	Requester volumes (~viewdistance)
	tilset can point to external tilesets ( global + citys etc.) (keine Kreise)
	Tile Formats:
		Batched 3D Model (b3dm) -> converter to gltf
		Instanced 3D Model (i3dm)	
		Point Cloud (pnts)
		Vector Data
		Composite (cmpt)
		Declarative Styling 8z.b. gebäude höhe)
	terrain is planed as tiles but currently not supported (cesium: https://cesiumjs.org/data-and-assets/terrain/formats/quantized-mesh-1.0.html
	
	
Precision Problems http://blogs.agi.com/insight3d/index.php/2008/09/03/precisions-precisions/
	glTF CESIUM_RTC
	Large distances, floatingpoint precision-> jittering
	the largest number that allows approximate 1 cm increments is 131,071 (217- 1)
	
	

	