I'm picturing a typical random polygon hillside with ridges that come together into bigger ridges as you ascend and canyons that come together into bigger canyons as you descend.
The way you normally make something like this is to start with the top of the whole mountain and iterate until you have enough detail in the area you're interested in and then stop.
OK, suppose there is no absolute mountain top; it just keeps going; and I want to generate the neighboring chunk before I get to it so it matches up with what is already there.
After thinking about it for a while I think this is probably either impossible or involves a kind of math I haven't even heard of. On the other hand it -seems- like it 'should' be possible, (with extra information stored per-vertex)?