The interactive visualisation of digital terrain datasets deals with their interrelated issues: quality, time and resources. In this
paper a GPU-supported rendering technique is introduced, which finds a tradeoff between these issues. For this we use the
projective grid method as the foundation. Even though the method is simple and powerful, its most significant problem is
the loss of relevant features. Our contribution is a definition of a view-dependent grid distribution on the view-plane and an
error-bounded rendering. This leads to a better approximation of the original terrain surface compared to previous GPU-based
approaches. A higher quality is achieved with respect to the grid resolution. Furthermore the combination with an error metric
and ray casting enables us to render a terrain representation within a given error threshold. Hence, high quality interactive
terrain rendering is guaranteed, without expensive preprocessing