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ABSTRACT
This paper examines three methods, two existing and one new, for the generation of fractals based on recursive subdivision. Both existing methods are found to have defects, which are not present in the new method. A parallel processing algorithm is proposed for the rendering of height fields which is exact and distributes the load evenly between the processors. A method is described for the 'fan-tracing' of height fields to allow the realistic simulation of water reflections.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 23
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K. Kaneda , F. Kato , E. Nakamae , T. Nishita , H. Tanaka , Takao Noguchi, Three dimensional Terrain modeling and display for environmental assessment, ACM SIGGRAPH Computer Graphics, v.23 n.3, p.207-214, July 1989
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Jim Kaba , Jim Matey , Gordon Stoll , Herb Taylor , Pat Hanrahan, Interactive terrain rendering and volume visualization on the Princeton Engine, Proceedings of the 3rd conference on Visualization '92, October 19-23, 1992, Boston, Massachusetts
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