Fractal terrain generation for SIMD architectures
Meghashyam Boyapati, John R. Rankin · International Journal of Computer Applications in Technology · 2009
Fractal terrain implementations are commonly used when creating virtual worlds that involve top down simulations. The faster we can generate and render the terrain, the more we can use the CPU for other jobs such as physics and AI calculations in each game loop cycle. In this paper, the authors explain their current research work on using modern available hardware architectures to speed up the terrain generation and rendering stages.