Related papers: Procedural Low-Poly Terrain Generation with Terrac…
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…
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…
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 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…
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,…
A new method is presented, allowing for the generation of 3D terrain and texture from coherent noise. The method is significantly faster than prevailing fractal brownian motion approaches, while producing results of equivalent quality. The…
This paper explores the use of 2D cellular automata (CA) to generate 3D terrains through a simple additive approach. Experimenting with multiple CA transition rules produced aesthetically interesting, navigable landscapes, suggesting…
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…
Procedural content generation (PCG) is a growing field, with numerous applications in the video game industry and great potential to help create better games at a fraction of the cost of manual creation. However, much of the work in PCG is…
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…
This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
In this work, we present a novel method for extensive multi-scale generative terrain modeling. At the core of our model is a cascade of superresolution diffusion models that can be combined to produce consistent images across multiple…
Procedural Content Generation (PCG) is the algorithmic generation of content, often applied to games. PCG and PCG via Machine Learning (PCGML) have appeared in published games. However, it can prove difficult to apply these approaches in…
Recent advances in large language models (LLMs) enable compelling story generation, but connecting narrative text to playable visual environments remains an open challenge in procedural content generation (PCG). We present a lightweight…
We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…
Real-time generation of natural-looking floor plans is vital in games with dynamic environments. This paper presents an algorithm to generate suburban house floor plans in real-time. The algorithm is based on the work presented in [1].…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…