I'm sure it wouldn't hurt to ask Eric Lengyel if one could create their own
LGPL implementation of Voxel terrain LOD based off of his paper.  He'll
usually only ever say no in the event that it involves distributing code to
one of his commercial products (such as the C4 Engine).  Since in this case,
it involves a paper that he distributes freely, I doubt he'll have any
problem.  He writes these papers with the intention of people implementing
them in their own projects.  He responds to emails fairly quickly.

On Thu, Jun 3, 2010 at 5:55 PM, Rob Nelson <nexisentertainm...@gmail.com>wrote:

> It may be quite fast, but I don't think it's GPL, so I can't really use
> it.  I'll have to come up with my own MacGyver'd implementation of LOD
> and stitching after I finish the initial implementation.
>
> Rob
> On Thu, 2010-06-03 at 11:42 -0500, Jonathan Goodman wrote:
> > It may be a bit late for this, but I would actually like to point out
> > a paper that was recently released that details the construction of
> > terrain from voxels in the C4 Game Engine (1.5.9, and the LOD
> > algorithms introduced in C4 2.0 that was released a few days ago).
> >  The implementation in place in C4 is quite fast, to the point it's
> > quite suitable for realtime deformations of terrain.  It details the
> > construction, Level of Detail, material handling for per-pixel
> > lighting, and to some extent the editing tools available in C4 for
> > voxel terrain editing.
> > http://www.terathon.com/lengyel/Lengyel-VoxelTerrain.pdf
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