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

Alexander Goslin
12/9/2025
cs.CVcs.AIcs.GR

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Abstract

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, a generative framework 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 that reformulates standard diffusion sampling for unbounded domains. While noise functions remain near-instant, our framework outpaces orbital velocity by 9 times on a consumer GPU, enabling realistic terrain generation at interactive rates. We integrate a hierarchical stack of diffusion models to couple planetary context with local detail, a compact Laplacian encoding to stabilize outputs across Earth-scale dynamic ranges, and an open-source infinite-tensor framework for constant-memory manipulation of unbounded tensors. Together, these components position diffusion models as a practical, scalable foundation for the next generation of infinite virtual worlds.

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Cite this paper

@article{goslin2025terrain,
  title  = {Terrain Diffusion: A Diffusion-Based Successor to Perlin Noise in Infinite, Real-Time Terrain Generation},
  author = {Alexander Goslin},
  year   = {2025},
  eprint = {2512.08309},
  archivePrefix = {arXiv},
  url    = {http://arxiv.org/abs/2512.08309v3}
}

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