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arxiv:2512.08309

Terrain Diffusion: A Diffusion-Based Successor to Perlin Noise in Infinite, Real-Time Terrain Generation

Published on Dec 9
· Submitted by Alexander Goslin on Dec 10

Abstract

Terrain Diffusion uses diffusion models and a novel algorithm called InfiniteDiffusion to generate realistic, seamless, and boundless procedural worlds with constant-time random access.

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For decades, procedural worlds have been built on procedural noise functions such as Perlin noise, which are fast and infinite, yet fundamentally limited in realism and large-scale coherence. We introduce Terrain Diffusion, an AI-era successor to Perlin noise that bridges the fidelity of diffusion models with the properties that made procedural noise indispensable: seamless infinite extent, seed-consistency, and constant-time random access. At its core is InfiniteDiffusion, a novel algorithm for infinite generation, enabling seamless, real-time synthesis of boundless landscapes. A hierarchical stack of diffusion models couples planetary context with local detail, while a compact Laplacian encoding stabilizes outputs across Earth-scale dynamic ranges. An open-source infinite-tensor framework supports constant-memory manipulation of unbounded tensors, and few-step consistency distillation enables efficient generation. Together, these components establish diffusion models as a practical foundation for procedural world generation, capable of synthesizing entire planets coherently, controllably, and without limits.

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Terrain Diffusion introduces a procedural generation primitive built around InfiniteDiffusion, a sampling method that delivers seamless, seed-consistent, infinite-domain generation with constant-time random access. A multi-scale diffusion hierarchy models planetary structure through a stack of diffusion models that couples planetary context with local detail,. The framework can stream entire worlds and is demonstrated in real time through a full Minecraft integration.

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