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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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. |
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DOI: | 10.48550/arxiv.1707.03383 |