If you don't want to watch much of it, just check out the youtube link and skip to about 5:44. You'll see the guy using fractals to make some mountains way back in ye olde graphiks dayes.
So, okay, in Chapter 1 we learn that, way back when computers svcked in the graphics department, a guy used fractals to easily make realistic looking mountains - way more complex than having to manually make polygons and whatever by hand. And in chapter 5 it shows that fractal math can accurately generate/predict natural things like the height distribution of trees in a forest.
This all got me thinking - couldn't the bethesda developers use fractals to swiftly and easily generate realistic forests, river systems, mountain chains, coast lines, etc when they are creating the landmass for the next TES game?
I'm not a developer, I don't really know much of anything about programming and making meshes and all that stuff. But, given the elegant simplicity and astounding connection to geometry seen in nature, wouldn't using fractal geometry to make the stuff I talked about be relatively easy? The devs could write a program, select whatever blob of landmass they want affected, and run the program - and out comes a realistic forest with trees of different heights, and trees with realistic branching patterns, and waterways that have streams and brooks and inlets just like you'd see in nature. No wasting time trying to plop trees down by hand, no fussing around with trying to make that river look natural instead of fabricated. They might even use fractals to generate the distant landscape for mountains! Would that be possible for the devs to do?
Special effects artists use it for pre-rendered stuff, so I know it should be something that could be used by video game devs.