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.
Cite
@article{arxiv.1707.03383,
title = {A step towards procedural terrain generation with GANs},
author = {Christopher Beckham and Christopher Pal},
journal= {arXiv preprint arXiv:1707.03383},
year = {2017}
}