To render different instances in parallel, it looks like this tree structure is very natural for the divide and conquer scheme. But how do we encode different patterns into it and skill keep the calculations efficient? Do we use the same block of code with e.g. different random seeds? (this doesn't seem like a good solution for achieving realistic graphics...)
To render different instances in parallel, it looks like this tree structure is very natural for the divide and conquer scheme. But how do we encode different patterns into it and skill keep the calculations efficient? Do we use the same block of code with e.g. different random seeds? (this doesn't seem like a good solution for achieving realistic graphics...)