Thermodynamic Noise
The terrain is not sculpted — it is diffused. Raw height values are seeded by Fractional Brownian Motion, a multi-scale superposition of Simplex noise octaves. But the novelty lies in what happens next: the height field is treated as a thermal field, and the Fourier heat equation is applied.
Discretised on the pixel grid, the Laplacian becomes a five-point stencil — the spatial finite-difference approximation most used in computational physics:
After eight diffusion passes, the heat field is used to suppress the original height — mountains thermodynamically carve their own valleys:
The underlying noise itself is Fractional Brownian Motion — a sum of Simplex noise octaves at geometrically increasing frequency and decreasing amplitude:
The mathematical value here is the coupling of two unrelated physical laws — noise generation and heat diffusion — into a feedback loop. The FBM produces the initial condition; the PDE shapes the outcome. Neither alone produces geologically credible terrain.
| Parameter | Symbol | Value | Meaning |
|---|---|---|---|
| Octaves | \(N\) | 5 | Frequency scales of terrain detail |
| Lacunarity | \(\lambda\) | 2.05 | Frequency multiplier per octave |
| Init amplitude | \(a_0\) | 0.50 | First octave contribution |
| Gain | \(g\) | 0.52 | Amplitude decay per octave |
| Diffusion steps | — | 8 | Heat equation integration depth |
| Diffusivity | \(\alpha\) | 0.10 | Rate of heat spread per step |
| Suppression | \(\beta\) | 0.50 | Valley carving strength |