Original Post
All the recent talk of using parametric surfaces (nurbs, spline, or subdivision meshes) to describe terrain, convinced me that it may be a good idea indeed. However, there is still one hurdle which I must overcome to be fully convinced: Suppose you wanted to generate the entire terrain procedurally, that is with zero artist involvement. How would you generate the parametric surface? In particular, how would you set up the generator to produce the type of terrain features which really make use of the main advantages of parametric surfaces - cliffs, overhangs, perhaps even caves?