Gamito, Manuel N.Maddock, Steve C.Ik Soo Lim and Wen Tang2014-01-312014-01-312008978-3-905673-67-8https://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG08/091-098Terrains for computer graphics have traditionally been modelled with height fields. In the case of procedurally defined terrains, the height field is generated by a displacement map zCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Picture/Image Generation]: Viewing algorithms I.3.5 [Computational Geometry and Object Modeling]: Curve, surface, solid, and object representations I.3.7 [Three-Dimensional Graphics and Realism]: RaytracingLocalised Topology Correction for Hypertextured Terrains