A step towards procedural terrain generation with GANs
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Abstract (arXiv)
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.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). First posted on arXiv 11 Jul 2017.
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3 papers.