In plain words: A trick that lets diffusion models run endlessly like classic procedural noise: any spot is fetched instantly and the same seed always gives the same land. As a terrain generator it draws realistic ground on a graphics card 9 times faster than a satellite passes overhead.
Abstract · InfiniteDiffusion: Bridging Learned Fidelity and Procedural Utility for Open-World Terrain Generation
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. Conversely, diffusion models offer unprecedented fidelity but remain generally confined to bounded canvases. We introduce InfiniteDiffusion, a training-free algorithm that reformulates diffusion sampling for lazy and unbounded generation, bridging the fidelity of diffusion models with the properties that made procedural noise indispensable: seamless infinite extent, seed-consistency, and constant-time random access. To demonstrate the utility of this approach, we present Terrain Diffusion, a framework for learned procedural terrain generation with a procedural noise-like interface. 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 foundation for the next generation of infinite virtual worlds.
Alexander Goslin
arXiv:2512.08309 · cs.CV, cs.AI, cs.GR, cs.LG · submitted Dec 9, 2025 · updated May 3, 2026
abstract · pdf · html · Project website: https://xandergos.github.io/terrain-diffusion/ Code: https://github.com/xandergos/terrain-diffusion/
I want to clarify some points on things other people have mentioned:
- This architecture is not as fast as Perlin noise. IMO it is unlikely we will see any significant improvement on Perlin noise without a significant increase in compute, at least for most applications. Nonetheless, this system is not too slow for real-time use. In the Minecraft integration, for instance, the bottleneck in generation speed is by far Minecraft's own generation logic (on one RTX 3090 Ti).
- I agree that this is not "production-ready" for most tasks. The main issue is that (1) terrain is generated at realistic scales, which are too big for most applications, and (2) the only control the user has is the initial elevation map, which is very coarse. Thankfully, I expect both of these issues to be fixed pretty quickly. (1) is more specific to terrain generation, but I have a number of ideas on how to fix it. (2) is mostly an issue simply because I did not have the time to engineer a system with this many features (and as-is, the system is quite dense). I believe a lot of existing work on diffusion conditioning could be adapted here.
- The post title misses one key part of the paper title: "in Infinite, Real-Time Terrain Generation." I don't expect this to replace perlin noise in other applications. And for bounded generation, manual workflows are still superior.
- The top level input is perlin noise because it is genuinely the best tool for generating terrain at continental scale. If I had more time on my hands, I would like to use some sort of plate tectonics simulator to generate that layout, but for something simple, reasonably realistic, and infinite, perlin noise is pretty much unbeatable. Even learned methods perform on-par with perlin noise at this scale because the data is so simple.