In this article, six widely used algorithms in graphics rendering of indoor and outdoor environments are discussed, namely: quad-based static terrain, Roettger’s approach to continuous levels-of-detail in terrain, real-time optimally adapting meshes, portals, BSPs and PVSs. In each case the algorithm is discussed and some aspects of implementation are considered, as well as analyize each algorithm for its application in modern graphics systems. More graphics articles here.
its a good reference material. filled with common problems associate with the various techniques and useful pointers for when your ready to start building.
Where are the pretty pictures showing the algorithms in action
Tell that to Nvidia, not here.
The article seems to be good, will save it for reading when I get home.