# A step towards procedural terrain generation with GANs

arXiv: https://arxiv.org/abs/1707.03383 · HTML: https://mlsanity.com/paper/1707.03383/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 11 Jul 2017.

## Built on by (most cited first, 3 of 3)

- [Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance](https://mlsanity.com/paper/2308.16725/) (2023)
- [InfiniteDiffusion: Bridging Learned Fidelity and Procedural Utility for Open-World Terrain Generation](https://mlsanity.com/paper/2512.08309/) (2025)
- [Procedural terrain generation with style transfer](https://mlsanity.com/paper/2403.08782/) (2024)

## 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.
