[HN Gopher] Terrain Diffusion: A Diffusion-Based Successor to Pe...
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       Terrain Diffusion: A Diffusion-Based Successor to Perlin Noise
        
       Author : kelseyfrog
       Score  : 76 points
       Date   : 2025-12-10 18:37 UTC (4 hours ago)
        
 (HTM) web link (arxiv.org)
 (TXT) w3m dump (arxiv.org)
        
       | vessenes wrote:
       | This is really awesome, actually! It looks great, very diverse,
       | and clearly is scalable to extremely large maps. Props for
       | testing the generation out on Minecraft - where terrain
       | generation really matters.
        
         | strongbond wrote:
         | No it's not. The whole presentation of it is confusing. Sorry.
        
       | Imnimo wrote:
       | I wonder what it would take to adapt a model like this to
       | generate non-Earthlike terrain. For example, if you were using it
       | to make planets without atmospheres and without water cycles, or
       | planets like Io with rampant volcanism.
        
         | euleriancon wrote:
         | In practice you can use 2d generation on spheres with simple UV
         | mapping techniques. Your pixel height becomes distance from the
         | sphere origin.
        
           | lawlessone wrote:
           | Will it not get all bunched up near the poles though? and
           | maybe have seam where the ends of the tiles meet?
           | 
           | edit: Perlin noise and similar noise functions can be sampled
           | in 3d which sorta fixes the issues i mention , and higher
           | dimensions but i am not sure how that would be used.
        
       | lawlessone wrote:
       | It's interesting but i can't see it replacing Perlin or Simplex
       | noise which are used for more than just terrain generation.
       | 
       | edit: I don't think i have the vocabulary to describe other
       | issues i have other than it doesn't feel like the right way to
       | "solve" this problem.
       | 
       | I'd prefer something that was entirely code rather than requiring
       | training, and possibly retraining to get what i want.
       | 
       | edit2: Also is this entirely flat ? or can it be applied to a
       | sphere (planet) , or terrain inside a cylinder (rotating space
       | habitat) ?
        
       | euleriancon wrote:
       | I worked on something very similar for my master's degree.
       | 
       | The problem I could never solve was the speed, and from reading
       | the paper it doesn't seem like they managed to solve that either.
       | 
       | In the end, for my work, and I expect for this work, it is only
       | usable for pre generated terrains and in that case you are up
       | against very mature ecosystems with a lot of tooling to
       | manipulate and control terrain generation.
       | 
       | It'll be interesting to see of the authors follow up this paper
       | with research into even stronger ability to condition and control
       | terrain outputs.
        
         | reactordev wrote:
         | I came here to say this. My masters was on procedural
         | generation. Perlin, fBm, etc. The things these noise functions
         | have that an LLM doesn't is speed. 1-D perlin is just a dozen
         | or so multiplications with a couple random coefficients. The
         | GPU can do 4-D Perlin all day long every frame taking up a
         | 4096x4096x32 texture volume.
         | 
         | While I do like the erosion effects and all, having a few
         | height texture brushes that have those features that you can
         | multiply on the GPU is trivial. I still welcome these new
         | approaches but like you said, it's best for pre generation.
        
       | orbital-decay wrote:
       | Convincing AND useful procedural terrain is usually hard-
       | simulated along some manually placed guides, which is typically
       | faster and more versatile than a diffusion model. I don't see any
       | model being used in practice for this, at least not until it has
       | good controlnets trained specifically for this task. However
       | something like this can be useful for texture generation,
       | especially with geometry/camera position/lighting as additional
       | inputs.
        
       | noodletheworld wrote:
       | Mm. This paper makes it hard to understand what they've done.
       | 
       | For example:
       | 
       | > MultiDiffusion remains confined to bounded domains: all windows
       | must lie within a fixed finite canvas, limiting its applicability
       | to unbounded worlds or continuously streamed environments.
       | 
       | > We introduce InfiniteDiffusion, an extension of MultiDiffusion
       | that lifts this constraint. By reformulating the sampling process
       | to operate over an effectively infinite domain, InfiniteDiffusion
       | supports seamless, consistent generation at scale.
       | 
       | ...but:
       | 
       | > The hierarchy begins with a coarse planetary model, which
       | generates the basic structure of the world from a rough,
       | procedural or user-provided layout. The next stage is the core
       | latent diffusion model, which transforms that structure into
       | realistic 46km tiles in latent space. Finally, a consistency
       | decoder expands these latents into a high-fidelity elevation map.
       | 
       | So, the novel thing here is slightly better seemless diffusion
       | image gen.
       | 
       | ...but, we generate using a heirsrchy based on a _procedural
       | layout_.
       | 
       | So basocally, tldr: take perlin noise, resize it, and then
       | image-2-image use it as a seed to generate detailed tiles?
       | 
       | People have already been doing this.
       | 
       | Its not novel.
       | 
       | The novel part here is making the detailed tiles slightly nicer.
       | 
       | Eh. :shrug:
       | 
       | The paper obfuscates this, quite annoyingly.
       | 
       | Its unclear to me why you cant just use multi diffusion for this,
       | given your top level input is already bounded (eg. User input)
       | and _not_ infinite.
        
         | wafngar wrote:
         | Very common in ML research these days - claim novelty / cite
         | prior work in an obfuscated way and so on.
        
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       (page generated 2025-12-10 23:00 UTC)