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.
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.
At any rate, given that this paper divides the terrain in regions and apparently seeds each region deterministically, it looks like one could implement a look-ahead that spawns the generation on async compute in Vulkan and lets it cook as the camera flies about.
All so satisfying to play with.
One of my favorites was when I was sure I was right about the Monty Hall problem, so I decided to write a simulator, and my fingers typed the code... and then my brain had to read it, and realize I was wrong. It was hilarious. I knew how to code the solution better than I could reason about it. I didn't even need to run the program.
In any case, like I said, I welcome any new advances in this area. Overhang being the biggest issue with procedural gen quad terrain. Voxel doesn’t have that issue but then suffers from lack of fine detail.
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.
My sincerest apologies. The submission disallowed the title in its entirety. It's generally unclear if the guidance for submitters favors omission or rewording. I take full responsibility for omitting those qualifiers.
Why did you put "real-time" in the title though when generation takes > 7 seconds?
The irony is that you explicitly posited your thing as a successor to Perlin noise when in fact, it's just a system that hallucinates detail on top of Perlin (feature) noise. This is dishonest paper bait and the kind of AI hubris that will piss off veterans in the scene.
2) I'm also disappointed that nowhere is there any mention of Rune Johansen's LayerGen which is the pre-AI tech that is the real precedent here.
Every time I see a paper from someone trying to apply AI to classic graphics tech, it seems they haven't done the proper literature study and just cite other AI papers. It seems they also haven't talked to anyone who knows the literature either. https://runevision.com/tech/layerprocgen/
3) >The top level input is perlin noise because it is genuinely the best tool for generating terrain at continental scale
This is a non-sense statement. I don't know what you are thinking here at all, except maybe that you are mistakenly using "Perlin" as a group noun for an entire style of functions.
Perlin has all sorts of well-known issues, from the overall "sameyness" (due to the mandatory zero-crossings and consistent grid size) as well as the vertical symmetry which fails to mimic erosion. Using it as the input to a feature vector isn't going to change that at all.
The idea of using plate tectonics is much better, but, vastly _different_ from what you have done. And btw, every plate tectonics simulation that I've seen does not look convincing. If you treat it as a simple transport problem, the result just looks like a Civilization 1 map. But if you want to treat it seriously, then the tectonics have to be the source of all your elevation changes, and not just some AI hallucination on top afterwards. The features would all have to make sense.
Your abstract states that classic terrains are "fundamentally limited in coherence"... but even to my non-geologist eye, your generated heightmaps seem incredibly blobby and uncanny. This makes me think that a real geologist would immediately spot all sorts of things that don't make any sense. For example, if you added water and rivers to the terrain, would it work, or would you end up with non-sense loops and Escher-like watersheds?
(mostly I'm disappointed that the level of expertise in AI tech is so low that all these things have to be pointed out instead of being things you already knew)
It's an amazing problem! I haven't spent much time on it - maybe 20-30 hours spread out over several years - but it _is_ something I come back to from time to time. And it usually ends up with me sitting there, staring at my laptop screen, thinking, "but what if I... no, crap. Or if we... well... no..."
TBH it's one of the things that excites me, because it makes it clear how far we still have to go in terms of figuring out these planet-scale physical processes, simulating them, deriving any meaningful conclusions, etc. Still so much to learn!
I learned a lot from his papers and demo code, and based the design of The Sims character animation system on his Improv project.
https://mrl.cs.nyu.edu/~perlin/ (expired https cert)
https://web.archive.org/web/20001011065024/http://mrl.nyu.ed...
Here's a more recent blog post about a new one using WebGL, Dragon Planet:
https://blog.kenperlin.com/?p=12821
Here's another blog post about how he's been updating his classic Java applets by rewriting them in JavaScript:
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.
There isn't a zero tradeoff 2D solution, it's all just variations on the "squaring the circle" problem. An octahedral projection would be a lot better as there are no singularities and no infinities, but you still have non linear distortion. Real-time rendering with such a height map would still be a challenge as an octahedral projection relies on texture sampler wrapping modes, however for any real world dataset you can't make a hardware texture big enough (even virtual) to sample from. You'd have to do software texture sampling.
It's easy to add any number of dimensions to Perlin noise to control any other parameters (like generating rocks or plants, or modulating biomes and properties like moisture across the surface of the planet, etc).
Each dimension has its own scale, rotation, and intensity (a transform into texture space), and for any dimension you typically combine multiple harmonics and amplitudes of Perlin noise to generate textures with different scales of detail.
The art is picking and tuning those scales and intensities -- you'd want grass density to vary faster than moisture, but larger moist regions to have more grass, dry regions are grassless, etc.
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) ?
Yes.
The output in this case is a 90m heightmap (ie. 2d grayscale image).
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.