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DirectX 11 Overview - Nvidia

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Fractal “Amplification” - Limits<br />

• Real terrain not always fractally self-similar<br />

• Best when coarse data is like fBm<br />

• Erosion features – rivers, gorges, rivulets –<br />

difficult/impossible in tiling detail map<br />

• fBm lumps not good model, especially at ~1m scale, e.g.<br />

rocks & scree<br />

• Best at mid- and low-LOD<br />

• Acceptable at very fine LOD

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