Learned synthesis is becoming procedural.
InfiniteDiffusion targets seed consistency, unbounded extent and random access. Geomorphological transport supplies drainage-connected structure; controllable patterns add cheap near-field detail.
Research brief / 2 September 2026
The latest research on procedural terrain, procedural foliage and flora, and water rendering for real-time videogames.
Research synthesis
InfiniteDiffusion targets seed consistency, unbounded extent and random access. Geomorphological transport supplies drainage-connected structure; controllable patterns add cheap near-field detail.
Terrain descriptors and ecology determine where species belong. Work graphs and mesh shaders can then expand compact plant programs into visible geometry with continuous LOD.
Broad spectral surfaces, localized topology-capable waves, directed flow fields, foam and spray, and underwater optical transport each own a different scale and phenomenon.
Recommended engine boundary
Use deterministic tiles, shared descriptor fields, stable organism IDs, a water-body graph, and sparse persistent gameplay deltas. Camera state should select rendering detail, never persistent identity.
Evidence
The report prioritizes SIGGRAPH 2026, SIGGRAPH Asia 2025, High-Performance Graphics 2025, Computer Graphics Forum, official production talks, and author project pages. Peer-reviewed papers, production R&D, preprints, and adjacent work are distinguished throughout.
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