A QAEB-traced multifractal terrain
A QAEB-traced multifractal terrain, with shadows
If one assumes that a certain error (e.g., pixel-sized) in the ray-surface intersection is acceptable, one can directly ray-trace a procedurally-defined height field. This amounts to a sort of limited displacement map. (I'm mostly intersted in terrains, so a height field is good enough for me.)
I wrote this up as a paper submission for SIGGRAPH 96. For now, you can see the QAEB technical sketch. The technical sketch was presented at SIGGRAPH 95.
A QAEB-traced terrain with aerial perspective simulating depth.
For kicks, you might try to fuse the stereo pair below. Here at home, I can stick my nose right up to the screen, concentrate the gaze of each eye on a certain feature, and draw slowly back to get an in-focus stereo view. It'll only work, methinks, if the pair comes up on your screen with a separation about the same as that between your eyes. (Works at this resolution on my monitor!)
A stereo pair of a QAEB-traced terrain.