A tech demo showing a technique that utilizes displacement mapping in the vertex shader to render a huge terrain (endless through repetition) at a constant high frame rate. The technique is based on the principle of having a static grid mesh which always covers the view frustum and (almost) nothing more. The height of each vertex is then taken from a height map supplied to the vertex shader as a texture. Notice how the terrain is only rendered within the view frustum.
This tech demo was made Jacob Nielsen and Per Rasmussen. It is developed in C# using XNA.