A step towards procedural terrain generation with GANs

Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent advances in deep generative modelling with openly available satell...

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Hauptverfasser: Beckham, Christopher, Pal, Christopher
Format: Artikel
Sprache:eng
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Zusammenfassung:Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that generate heightmaps. We propose a first step toward the learning and synthesis of these using recent advances in deep generative modelling with openly available satellite imagery from NASA.
DOI:10.48550/arxiv.1707.03383