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This lecture introduces procedural content generation as a method to create content algorithmically and computationally, focusing on terrains and textures. The instructor explains the concept of fractal dimension and its application in generating realistic terrains using noise functions. The lecture covers the basics of noise functions, spectral synthesis, and the manipulation of parameters to control the roughness of generated content. Various examples of terrains and textures are shown, highlighting the versatility and creative potential of procedural modeling in graphics.