<s>
Real-time	O
optimally	O
adapting	O
mesh	B-Algorithm
(	O
ROAM	B-Algorithm
)	O
is	O
a	O
continuous	O
level	O
of	O
detail	O
algorithm	O
that	O
optimizes	O
terrain	O
meshes	B-Algorithm
.	O
</s>
<s>
On	O
modern	O
computers	O
,	O
sometimes	O
it	O
is	O
more	O
effective	O
to	O
send	O
a	O
small	O
amount	O
of	O
unneeded	O
polygons	O
to	O
the	O
GPU	B-Architecture
,	O
rather	O
than	O
burden	O
the	O
CPU	B-General_Concept
with	O
LOD	O
(	O
Level	O
of	O
Detail	O
)	O
calculationsmaking	O
algorithms	O
like	O
geomipmapping	B-Algorithm
more	O
effective	O
than	O
ROAM	B-Algorithm
.	O
</s>
<s>
Algorithms	O
such	O
as	O
ROAM	B-Algorithm
exist	O
to	O
provide	O
a	O
control	O
over	O
scene	O
quality	O
versus	O
performance	O
in	O
order	O
to	O
provide	O
HQ	O
scenes	O
while	O
retaining	O
real-time	O
frame	O
rates	O
on	O
hardware	O
.	O
</s>
<s>
ROAM	B-Algorithm
largely	O
aims	O
toward	O
terrain	O
visualization	O
,	O
but	O
various	O
elements	O
from	O
ROAM	B-Algorithm
are	O
difficult	O
to	O
place	O
within	O
a	O
game	O
system	O
.	O
</s>
<s>
Based	O
on	O
the	O
regular	O
grid	O
DEM	O
(	O
Digital	O
Elevation	O
Model	O
)	O
in	O
DRGS	O
,	O
ROAM	B-Algorithm
algorithm	O
is	O
applied	O
to	O
create	O
a	O
more	O
dynamic	O
model	O
,	O
which	O
will	O
give	O
consideration	O
to	O
the	O
importance	O
of	O
different	O
features	O
and	O
select	O
correspondence	O
level	O
of	O
detail	O
.	O
</s>
<s>
The	O
algorithm	O
was	O
introduced	O
in	O
the	O
paper	O
"	O
ROAMing	O
Terrain	O
:	O
Real-time	O
Optimally	O
Adapting	O
Meshes	B-Algorithm
"	O
appearing	O
in	O
the	O
Proceedings	O
of	O
IEEE	O
Visualization	O
1997	O
.	O
</s>
