WeilerAtherton
WeilerAtherton is a computational technique used in computer graphics for generating realistic terrain surfaces. Developed by Paul Weiler and Ian Atherton, it is a type of fractal terrain generation algorithm. The core idea behind WeilerAtherton is to start with a simple geometric shape, often a square or a triangle, and then iteratively subdivide it, adding random displacements at each step to create the appearance of natural topographical features.
The algorithm works by recursively applying a set of rules to subdivide existing faces of the terrain
One of the key advantages of the WeilerAtherton algorithm is its ability to generate highly detailed terrain