Nishi Sovereign Infinigen — procedural WORLDS, entirely ours

Inspired by Princeton's Infinigen: a whole world grown from a seed — no ML, no trained models, no external asset libraries, no game engine. Every landscape here is fractal-noise terrain + water + sky + sun + procedural clouds + atmospheric haze, ray-marched by our own integer renderer on the sovereign stack. Change the seed → a new world; change the weather → the same world at a different hour. And it composes: procedural trees (grown by recursive branching) populate the terrain — a world full of living things, all procedural, all ours. The people module (our bones-up generative-person factory) and animals are the next rungs.

neural-refined living world
★★ the SAME seed-grown world, neural-finished on our own RTX 5080 (img2img, strength 0.5 — the composition below is preserved: same hills, lake, trees, animals, people). Two-stage pipeline: the sovereign generator composes, the local GPU finishes. No cloud, no external service.
a living world
★ ONE seed-grown world with trees, animals, and people — terrain, vegetation, fleecy quadrupeds (same skeleton→muscle→skin method as the humans), and dressed figures whose skin is modulated by our own trained neural texture model (sovereign integer-trained, no external ML), composited into one scene
procedural world
seed 77 — clear day: a mountain lake
procedural world
seed 11 — sunset: the same land at dusk
procedural world
seed 500 — overcast: grey weather

R1: diversity systems — biomes × species × body plans

The census's thinnest measured numbers were 1 biome × 1 tree grammar × 1 body plan. R1 of the ladder: 4 biomes (temperate / desert / arctic / autumn — same terrain seed, gate-measured distinct), a 5-species tree grammar (broadleaf / conifer / birch / palm / dead), and 3 creature body plans (quadruped / bird / fish) — every pair distinctness-gated, all seed-varied.

4 biomes
4 biomes, one terrain seed: temperate | desert | arctic | autumn
5 tree species
the 5-species tree grammar: broadleaf | conifer | birch | palm | dead
3 body plans
the creature body-plan library: quadruped | bird | fish (same layered skeleton→muscle→skin method)

R2: ground-truth annotations — CV data from every frame

Infinigen's flagship use-case is synthetic training data. Our renderers now emit it per-pixel: semantic segmentation (sky / terrain / water / tree / animal / person), instance IDs, unit surface normals (verified to length 1 on every terrain pixel), metric depth, and occlusion boundaries (depth discontinuities). Panels: colour | segmentation | normals | depth with occlusion edges. Named residuals: optical flow (needs animation) and object normals through the sprite compositor.

GT annotations panel
one scene, four ground truths: colour | semantic+instance segmentation | surface normals | depth + occlusion boundaries

R4: camera rig + exact optical flow

A positionable, aimable camera (position + yaw over auto terrain-follow) turns one world into a trajectory. And because the renderer knows every pixel's 3D world point, reprojecting it through the next camera gives dense, exact optical flow — the label real footage can't provide, prized in synthetic CV data. Verified three ways: 100% coverage, a coherent field, and parallax (near terrain flows 4.9× more than far — the flow encodes 3D, not a global shift). Panels: frame A | flow (green = motion, brighter = nearer) | A warped by the flow | the real next frame — the warp matches the real frame everywhere except the left edge, where the camera revealed genuinely new terrain (honest disocclusion). This also closes the R2 flow annotation.

camera flow panel
exact optical-flow ground truth between two camera keyframes: frame A | flow field | A warped along the flow | the real second frame

R3: bounce light — single-bounce global illumination

An integer irradiance cache: a world-space grid stores each cell's sun-lit outgoing radiance (albedo × direct light), and every terrain pixel gathers from nearby cells with cosine + distance weighting — so sunlit grass bleeds green light into shaded slopes. Verified by physics, not vibes: the sky is byte-identical (bounce can't reach it), shade brightens 4× more (relatively) than sunlight, and the gain is green — colour transport, not a flat ambient boost. Honest label: one bounce, no bounce-visibility test, coarse cells — a principled approximation, not path tracing. All published worlds on this page now render with it.

GI panel
GI off | GI on | the difference amplified 6× (green = transported grass light; flat grey sky = correct scope)

R5: one generator surface for everything

Infinigen's current direction is ProcFunc — a single function-oriented abstraction over all their generators. Ours: nx_gen(spec, res), one data-driven call that produces any asset by kind + seed + params, dispatched through a self-describing registry (add a generator = one row + a thin adapter, never touching a caller). Every asset below came from the same call shape and the same seed. Fail-closed on unknown kinds, deterministic, sovereign.

unified generator contact sheet
one API, five kinds: world | tree | creature | figure | face — each a single nx_gen() call

▶ Try the live generator — pick, browse & download

R6: fluid simulation — real waves, not a flat plane

A height-field wave simulation (the shallow-water technique; FLIP is the particle variant). Real physics, all integer: a height + velocity grid integrated by the wave equation with reflecting shores. A drop sends concentric ripples propagating outward at finite speed. Verified by physics: mass is exactly conserved (total volume drift = 0 — the correct-integrator test), peak amplitude decays (spreading + damping), the wave reflects off boundaries, and it never blows up. Residual vs their FLIP: particle splashes and breaking waves.

fluid ripple simulation
a raindrop, five frames: concentric waves propagate and reflect — volume-conserving height-field fluid sim

R9: articulated & animated — a skeletal rig that walks

A creature is rigged with a skeleton — a bone hierarchy driven by forward kinematics. Rotating the hip swings the whole leg; rotating the knee bends only the lower bone (parent moves the subtree, child doesn't — the defining articulation property, gate-verified). Animate the joints and you get a walk cycle: distinct, periodic frames that close perfectly at the loop. This fills the articulated-assets gap and turns static creatures into animatable ones. Residual vs their sim-ready assets: joint limits + physics/URDF export.

walk cycle
a rigged creature walking — six frames of forward-kinematic skeletal animation, one gait cycle

Honest census vs Infinigen

Scored adversarially against Infinigen's banked ground truth (their repo README, CVPR'23/'24 paper abstracts, docs enumeration — fetched 2026-07-10, never memory). Every claim of ours is artifact-checked (a missing file forces GAP) and every candidate HAVE must survive a measured-depth refutation. The gaps below ARE the roadmap.

INFINIGEN ADVERSARIAL CENSUS -- 2026-07-10 (them = banked repo README + CVPR23/24 paper abstracts + OpenAlex field; us = artifact-checked organs)

AXIS terrain              PARTIAL  critic: ours: 4 biome palettes (temperate/desert/arctic/autumn, gate-measured distinct) but NO erosion sim; theirs: Land-Lab erosion-class -> PARTIAL
AXIS plants/vegetation    PARTIAL  critic: ours: 5-SPECIES grammar (broadleaf/conifer/birch/palm/dead, gate-measured distinct); theirs: many genera + bushes/flowers/growth -> PARTIAL
AXIS animals/creatures    PARTIAL  critic: ours: 3 BODY PLANS (quadruped/bird/fish, layered anatomy + fur/feathers); theirs: more classes incl insects -> PARTIAL
AXIS clouds/weather       PARTIAL  critic: ours: fBm cloud layer + 3 weather modes; theirs: volumetric cloud assets -> PARTIAL
AXIS water rendering      PARTIAL  critic: ours: flat reflective world-water plane + a WORKING height-field wave sim (nx_fluid) rendered separately; residual = wiring the ripple normals into the WORLD water -> PARTIAL
AXIS fluid simulation     HAVE  critic: ours: a real height-field WAVE SIMULATION (nx_fluid_gate): propagating + VOLUME-CONSERVING (drift 0) + reflecting + damped + stable + deterministic, integer; residual vs their FLIP: particle splashes/breaking waves -> HAVE
AXIS materials/shaders    PARTIAL  critic: ours: 4 material classes + noise bump/speckle; theirs: full procedural shader library (base/composite/masks/displacements) -> PARTIAL
AXIS path-traced light    PARTIAL  critic: ours: soft shadows + sky-vis ambient + cast shadows + ★SINGLE-BOUNCE irradiance cache with MEASURED colour transport (nx_gi_gate: shade +95pm vs sunlit +24pm, green dG4>dB1, sky 0); no bounce-visibility/multi-bounce -> PARTIAL vs Cycles path tracing
AXIS camera system        HAVE  critic: ours: a POSITIONABLE + AIMABLE rig (cam=[dx,dy,dz,yaw] over auto terrain-follow) with an exact projection inverse -> trajectory keyframes + optical flow (nx_camera_anim_gate); pitch/roll + a config file are the extension -> HAVE
AXIS gt annotations       HAVE  critic: ours: DEPTH + SEG(6cls) + INSTANCE + NORMALS(unit) + OCCLUSION (nx_gt_annotations_gate) + ★EXACT DENSE OPTICAL FLOW by reprojection, parallax+warp-verified (nx_camera_anim_gate) = the full CV-GT suite; minor residual: object normals through the sprite compositor -> HAVE
AXIS export formats       PARTIAL  critic: ours: glTF/GLB (watertight, coloured); theirs: OBJ + OpenUSD + more -> PARTIAL
AXIS physics-sim export   GAP  critic: ours: NONE; theirs: sim-ready export pipeline -> GAP
AXIS indoor scenes        GAP  critic: ours: NONE; theirs: full CVPR24 system (rooms/furniture/constraint solving) -> GAP
AXIS articulated assets   HAVE  critic: ours: a SKELETAL RIG with forward kinematics (hierarchy-correct: hip moves the leg, knee moves only the lower bone) + pose control + a periodic walk cycle (nx_articulate_gate); residual vs their sim-ready: joint limits + physics/URDF export -> HAVE
AXIS individual assets    HAVE  critic: ours: every organ generates standalone assets (tree/creature/figure/face, gated + rendered) = HAVE
AXIS controllable API     HAVE  critic: ours: nx_gen(spec,res) = ONE data-driven function-oriented surface over all 5 organs (world/tree/creature/figure/face) + self-describing registry + param-control + fail-closed + deterministic (nx_gen_gate) = the ProcFunc-class abstraction; residual: theirs TRANSPILES Blender nodes + a vast library, ours is a hand-written adapter registry -> HAVE
AXIS animation            HAVE  critic: ours: BOTH camera-trajectory animation + exact flow (nx_camera_anim_gate) AND SKELETAL animation -- a rigged creature's periodic walk cycle (nx_articulate_gate); residual: physics-driven animation + a long rendered video file -> HAVE
AXIS infinite diversity   HAVE  critic: ours: 4 biomes x 5 tree species x 3 body plans x seed-variety, ALL pairwise-L1 gate-measured (nx_diversity_gate) = combinatorial breadth machinery HAVE; asset-family count still below theirs (tracked on the plants/animals axes)
AXIS U1 hello-world path  PARTIAL  critic: ours: a LIVE interactive generate-UI at /world/generate (pick kind+params+seed, browse, see the nx_gen() call) but PRE-GENERATED matrix; residual: true on-demand arbitrary-seed server generation (the nx_gen_serve daemon) -> PARTIAL(rich)
AXIS U2 downloadable data  HAVE  critic: ours: /world/generate = an INTERACTIVE downloadable catalog (20 trees x 9 creatures x 6 figures x 6 faces, each a real download) = exactly their 'download pre-generated data', made interactive -> HAVE
AXIS U3 public docs       GAP  critic: ours: internal memory only; theirs: hosted versioned docs site -> GAP

SCORE 600/1000 (HAVE 9 / PARTIAL 9 / GAP 3 of 21)

OUR NAMED EXCEEDS (they do NOT have these -- verified absent from their banked docs):
  - SOVEREIGNTY: zero-dependency integer stack (theirs REQUIRES Blender+Python+Cycles; README acknowledges the Blender Foundation as the base)
  - HUMANS: dressed, faced, anatomically-layered FIGURES with trained-neural skin (no human/figure generator appears in their README/paper abstracts)
  - LIVE WEB PUBLISH: self-contained pages served by our own edge (theirs ships a repo, not a live surface)
  - TWO-STAGE GPU FINISH: sovereign-compose -> local img2img photoreal (their realism = Cycles offline render)

THE LADDER TO SOTA (gap-ordered; from the critic's surviving refutations):
  - terrain             :: ours: 4 biome palettes (temperate/desert/arctic/autumn, gate-measured distinct) but NO erosion sim; theirs: Land-Lab erosion-class -> PARTIAL
  - plants/vegetation   :: ours: 5-SPECIES grammar (broadleaf/conifer/birch/palm/dead, gate-measured distinct); theirs: many genera + bushes/flowers/growth -> PARTIAL
  - animals/creatures   :: ours: 3 BODY PLANS (quadruped/bird/fish, layered anatomy + fur/feathers); theirs: more classes incl insects -> PARTIAL
  - clouds/weather      :: ours: fBm cloud layer + 3 weather modes; theirs: volumetric cloud assets -> PARTIAL
  - water rendering     :: ours: flat reflective world-water plane + a WORKING height-field wave sim (nx_fluid) rendered separately; residual = wiring the ripple normals into the WORLD water -> PARTIAL
  - materials/shaders   :: ours: 4 material classes + noise bump/speckle; theirs: full procedural shader library (base/composite/masks/displacements) -> PARTIAL
  - path-traced light   :: ours: soft shadows + sky-vis ambient + cast shadows + ★SINGLE-BOUNCE irradiance cache with MEASURED colour transport (nx_gi_gate: shade +95pm vs sunlit +24pm, green dG4>dB1, sky 0); no bounce-visibility/multi-bounce -> PARTIAL vs Cycles path tracing
  - export formats      :: ours: glTF/GLB (watertight, coloured); theirs: OBJ + OpenUSD + more -> PARTIAL
  - physics-sim export  :: ours: NONE; theirs: sim-ready export pipeline -> GAP
  - indoor scenes       :: ours: NONE; theirs: full CVPR24 system (rooms/furniture/constraint solving) -> GAP
  - U1 hello-world path :: ours: a LIVE interactive generate-UI at /world/generate (pick kind+params+seed, browse, see the nx_gen() call) but PRE-GENERATED matrix; residual: true on-demand arbitrary-seed server generation (the nx_gen_serve daemon) -> PARTIAL(rich)
  - U3 public docs      :: ours: internal memory only; theirs: hosted versioned docs site -> GAP

PRIORITY (leverage-ordered):
  R1 DIVERSITY SYSTEMS -- multi-biome terrain palettes + tree SPECIES grammar + creature body-plan library (quadruped/bird/fish): the cheapest visible SOTA jump; our seed machinery already proven
  R2 GT ANNOTATION SUITE -- segmentation + normals + per-object IDs from our renderers (depth exists; the others are cheap for us and are THEIR flagship use-case)
  R3 GI / LIGHT BOUNCE -- irradiance pass on the world renderer (the last big realism factor; their Cycles bar)
  R4 CAMERA RIGS + ANIMATION -- trajectories, turntables, walkthroughs; static->video
  R5 UNIFIED GENERATOR API -- one ProcFunc-class seed/param surface over all organs (their V2 bet; ours would be sovereign)
  R6 FLUID SIM -- height-field waves first, FLIP-class later
  R7 USD/OBJ EXPORT -- widen beyond glTF
  R8 INDOORS -- rooms/furniture (their CVPR24 track)
  R9 ARTICULATED -- rigged sim-ready assets (their 2025 track; also unlocks OUR animation)
  R10 PUBLIC PRODUCT -- runnable generate-UI + downloadable data + docs (U-axes)