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In this study we introduce a new technique for the generation of terrain maps, exploiting a combination of procedural generation and Neural Style Transfer. We consider our approach to be a viable alternative to competing generative models,…

Computer Vision and Pattern Recognition · Computer Science 2024-03-15 Fabio Merizzi

Procedural terrain generation is the process of generating a digital representation of terrain using a computer program or procedure, with little to no human guidance. This paper proposes a procedural terrain generation algorithm based on a…

Graphics · Computer Science 2022-10-27 Fong Yuan Lim , Yu Wei Tan , Anand Bhojan

Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…

Graphics · Computer Science 2018-03-14 Ricardo B. D. d'Oliveira , Antonio L. Apolinário

For decades, procedural worlds have been built on procedural noise functions such as Perlin noise, which are fast and infinite, yet fundamentally limited in realism and large-scale coherence. Conversely, diffusion models offer unprecedented…

Computer Vision and Pattern Recognition · Computer Science 2026-05-05 Alexander Goslin

Procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we use Generative…

Image and Video Processing · Electrical Eng. & Systems 2020-10-14 Emmanouil Panagiotou , Eleni Charou

Simulation-driven development of intelligent machines benefits from artificial terrains with controllable, well-defined characteristics. However, most existing tools for terrain generation focus on artist-driven workflows and visual…

Computational Engineering, Finance, and Science · Computer Science 2025-06-25 Erik Wallin

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…

Machine Learning · Statistics 2017-07-12 Christopher Beckham , Christopher Pal

This paper presents the development of two distinct real-time procedural planet generators within the Godot engine: one employing Fractal Brownian Motion (FBM) with Perlin Noise, and another adapting Minecraft-inspired layered noise…

Graphics · Computer Science 2025-10-30 Manuel Zechmann , Helmut Hlavacs

Curriculum learning allows complex tasks to be mastered via incremental progression over `stepping stone' goals towards a final desired behaviour. Typical implementations learn locomotion policies for challenging environments through…

Neural and Evolutionary Computing · Computer Science 2022-03-30 David Howard , Josh Kannemeyer , Davide Dolcetti , Humphrey Munn , Nicole Robinson

We propose a generative model of 2D and 3D natural textures with diversity, visual fidelity and at high computational efficiency. This is enabled by a family of methods that extend ideas from classic stochastic procedural texturing (Perlin…

Computer Vision and Pattern Recognition · Computer Science 2020-04-06 Philipp Henzler , Niloy J. Mitra , Tobias Ritschel

Procedural noise is a fundamental component of computer graphics pipelines, offering a flexible way to generate textures that exhibit "natural" random variation. Many different types of noise exist, each produced by a separate algorithm. In…

3D terrain models are essential in fields such as video game development and film production. Since surface color often correlates with terrain geometry, capturing this relationship is crucial to achieving realism. However, most existing…

Graphics · Computer Science 2025-12-18 Kazuki Higo , Toshiki Kanai , Yuki Endo , Yoshihiro Kanamori

Denoising in the sRGB image space is challenging due to large noise variability. Although end-to-end methods perform well, their effectiveness in real-world scenarios is limited by the scarcity of real noisy-clean image pairs, which are…

Computer Vision and Pattern Recognition · Computer Science 2026-05-19 Jaekyun Ko , Dongjin Kim , Soomin Lee , Guanghui Wang , Tae Hyun Kim

Large-scale scene data is essential for training and testing in robot learning. Neural reconstruction methods have promised the capability of reconstructing large physically-grounded outdoor scenes from captured sensor data. However, these…

Computer Vision and Pattern Recognition · Computer Science 2025-08-27 Julian Ost , Andrea Ramazzina , Amogh Joshi , Maximilian Bömer , Mario Bijelic , Felix Heide

Studying the properties of stochastic noise to optimize complex non-convex functions has been an active area of research in the field of machine learning. Prior work has shown that the noise of stochastic gradient descent improves…

Optimization and Control · Mathematics 2022-09-20 Aurelien Lucchi , Frank Proske , Antonio Orvieto , Francis Bach , Hans Kersting

Digital terrain maps (DTMs) are an important part of planetary exploration, enabling operations such as terrain relative navigation during entry, descent, and landing for spacecraft and aiding in navigation on the ground. As robotic…

Computer Vision and Pattern Recognition · Computer Science 2025-08-05 Josef X. Biberstein , Guilherme Cavalheiro , Juyeop Han , Sertac Karaman

The identification and modeling of the terrain from point cloud data is an important component of Terrestrial Remote Sensing (TRS) applications. The main focus in terrain modeling is capturing details of complex geological features of…

Computer Vision and Pattern Recognition · Computer Science 2019-10-14 Lee Easson , Alireza Tavakkoli , Jonathan Greenberg

High-dimensional simulation optimization is notoriously challenging. We propose a new sampling algorithm that converges to a global optimal solution and suffers minimally from the curse of dimensionality. The algorithm consists of two…

Machine Learning · Statistics 2021-07-21 Liang Ding , Rui Tuo , Xiaowei Zhang

This paper introduces a novel data-driven strategy for synthesizing gramophone noise audio textures. A diffusion probabilistic model is applied to generate highly realistic quasiperiodic noises. The proposed model is designed to generate…

Audio and Speech Processing · Electrical Eng. & Systems 2022-07-01 Eloi Moliner , Vesa Välimäki

Sketch-based terrain generation seeks to create realistic landscapes for virtual environments in various applications such as computer games, animation and virtual reality. Recently, deep learning based terrain generation has emerged,…

Computer Vision and Pattern Recognition · Computer Science 2024-03-15 Zexin Hu , Kun Hu , Clinton Mo , Lei Pan , Zhiyong Wang
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