What do you mean by “transformable”?
BSPs and Octrees are space subdivision schemes. These help you quickly find what geometry is relevant from a particular point of view and quickly cull irrelevant geometry.
If you want to know what is state of the art for terrain rendering these days, well brute force is actually quite popular for small meshes
For larger meshes, look up CLOD - chunked level of detail by Thatcher Ulrich:
http://tulrich.com/geekstuff/chunklod.html
Algorithms of that ilk seem to be the best current options, but “best” for terrain rendering is a slippery term as everyone has different requirements which may effect what is good for you (how are you texturing, is the data static or generated on the fly, the assumptions you can make about viewpoint translation and rotation speed - indeed, whether you can rely on frame coherance at all)
Good luck. My advice would be to go for the simplest thing that might possibly work - you may find that it does 