This paper discusses terrain synthesis using IFS interpolation techniques by extending them from two- to three-dimensional cases. The method is not intended to be started from a purey random set of points, rather from some real or meaningful heightfield. The method is suited to near real-time computing, is deterministic, context dependent and provides control over the nature of roughness of rendered furfaces. Its speed and flexibility on standard deskop computers open up the possibility of terrain engineering.
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