This is not strictly fractal, but the hints the author makes about how the scene is rendered is very interesting:
The scene is isometric, and the author explains:
I am actually using ray-cast volumes, rendered to a hexagon (6 tris). Each vertex in the hexagon contains two points, a front and back location of the equivalent cube. ... The only thing that uses triangles directly is the grass (I could do some shader magic and perhaps render all the grass on a single quad, but it probably would not be worth it in terms of performance or visual results). Everything else is ray marched. It renders voxel data to a 2D render target, and does path tracing on that target to get the results. It more or less all happens in texture memory/FBOs with shaders.
See
https://news.ycombinator.com/item?id=6358394Such a very good result - and performance, from the videos - from using a GPU texture to store a coarse-grained fractal rendering (authored by the GPU, naturally) may be a useful trick for the rendering of fractals in real-time or high-fidelity-in-reasonable-time.