Related papers: Utilizing WaveFunctionCollapse Algorithm for Proce…
Wave Function Collapse (WFC) is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related research lack the ability to generate…
Procedural Content Generation (PCG) is widely used to create scalable and diverse environments in games. However, existing methods, such as the Wave Function Collapse (WFC) algorithm, are often limited to static scenarios and lack the…
Statistics of grain sizes and orientations in metals correlate to the material's mechanical properties. Reproducing representative volume elements for further analysis of deformation and failure in metals, like 316L stainless steel, is…
With this work, we investigate the use of Reinforcement Learning (RL) for the generation of spatial assemblies, by combining ideas from Procedural Generation algorithms (Wave Function Collapse algorithm (WFC)) and RL for Game Solving. WFC…
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…
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…
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,…
Constraint-based game content generators that learn local constraints from existing content, such as Wave Function Collapse (WFC), can generate visually satisfying game levels but face challenges in guaranteeing global properties, such as…
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…
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…
Motion plans are often randomly generated for minor game NPCs. Repetitive or regular movements, however, require non-trivial programming effort and/or integration with a pathing system. We here describe an example-based approach to path…
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…
Large-scale terrain generation remains a labor-intensive task in computer graphics. We introduce Geodiffussr, a flow-matching pipeline that synthesizes text-guided texture maps while strictly adhering to a supplied Digital Elevation Map…
Local climate information is crucial for impact assessment and decision-making, yet coarse global climate simulations cannot capture small-scale phenomena. Current statistical downscaling methods infer these phenomena as temporally…
Automatic generation of a high-quality video from a single image remains a challenging task despite the recent advances in deep generative models. This paper proposes a method that can create a high-resolution, long-term animation using…
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…
Cloud motion winds (CMW) are routinely derived by tracking features in sequential geostationary satellite infrared cloud imagery. In this paper, we explore the cloud motion winds algorithm based on data-driven deep learning approach, and…
We present a self-supervised approach for learning to predict traversable paths for wheeled mobile robots that require good traction to navigate. Our algorithm, termed WayFAST (Waypoint Free Autonomous Systems for Traversability), uses RGB…
At I/ITSEC 2019, the authors presented a fully-automated workflow to segment 3D photogrammetric point-clouds/meshes and extract object information, including individual tree locations and ground materials (Chen et al., 2019). The ultimate…
The process of automatic generation of a road map from GPS trajectories, called map inference, remains a challenging task to perform on a geospatial data from a variety of domains as the majority of existing studies focus on road maps in…