Developing procedural ground textures and scattering geotypical models based on geospatial surface material data is often a time consuming process of trial-and-error for artists and terrain database engineers. Procedural texturing is the process of using material classification rasters or polygonal land coverage definitions, along with digital elevation models to generate textures that can be applied to the terrain. This technique is used to generate high quality geotypical textures for ground simulations, as well synthetic imagery for air simulations. Likewise, these same techniques are useful for scattering appropriate geotypical models, such as vegetation or urban clutter. While the results of this technique can produce high quality synthetic environments, the process for generating the environment is often tedious and time consuming. The process can typically put artists and database engineers into a long feedback loop of configuring the inputs and evaluating the output. This investment in time, with no guarantee of success, can prevent procedural techniques from being adopted by cost and time sensitive synthetic environment production efforts. This paper details research and development work that addresses the performance and quality issues in building procedural terrains from geospatial source data. The developed algorithms exploit the Graphics Processing Unit (GPU) in order to provide a near real-time visualization of the procedurally generated assets. This interactive mode has the capacity to accelerate the process of building procedural ground texturing and smart model scatter placement by allowing users to immediately see the effects of configuration changes. This research improves efficiency in the usage of procedural generation technology in the production of synthetic environments for the military simulation and training community.