English

A step towards procedural terrain generation with GANs

Machine Learning 2017-07-12 v1 Computer Vision and Pattern Recognition

Abstract

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}
}
R2 v1 2026-06-22T20:43:50.157Z