A Heightfield on an Isometric Grid
2004 - Morgan McGuire, Peter Sibley
This article shows how a hexagonal grid is better suited for terrain rendering than a rectangular grid. For easier texture mapping and partitioning of the terrain the hexagonal grid is mapped to squares, with just a few extra edge vertices.
Jan, 1989 - Paul Bourke
This article shows how to do triangulation of discrete point data, using Delauney triangulation.
Procedural Modelling of Cities
2001 - Yoav I H Parish, Pascal Müller
Shows how to generate a realistic big city procedurally, by taking into account the terrain, density of population, etc.
Binary Triangle Trees for Terrain Tile Index Buffer Generation
Dec, 2006 - Chris Dallaire
Inigo Quilez - fractals, computer graphics, mathematics, demoscene and more
Interesting articles on various areas, as mentioned in the title. Especially valuable for those who are interested in procedurally generated content.
Real-time Realistic Rendering and Lighting of Forests
Dec, 2011 - Eric Bruneton, Fabrice Neyret
This article shows how to render a forest realistically and in real-time. The technique is very efficient and allows for seamless transition from ground to orbit.
A Bitwise Method For Applying Tilemaps
Jan, 2010 - Sam Driver
Shows how to use a bitmap to choose tiles from a tileset to automatize the selection of correct tiles for transitions.