# Procedural terrain generation with style transfer

arXiv: https://arxiv.org/abs/2403.08782 · HTML: https://mlsanity.com/paper/2403.08782/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 4 of its 17 references that are in the map.
- First posted on arXiv 28 Jan 2024.

## Builds on (most cited first, 4 of 4)

- [Very Deep Convolutional Networks for Large-Scale Image Recognition](https://mlsanity.com/paper/1409.1556/) (2014)
- [ImageNet Large Scale Visual Recognition Challenge](https://mlsanity.com/paper/1409.0575/) (2014)
- [A step towards procedural terrain generation with GANs](https://mlsanity.com/paper/1707.03383/) (2017)
- [Procedural 3D Terrain Generation using Generative Adversarial Networks](https://mlsanity.com/paper/2010.06411/) (2020)

## Abstract (arXiv)

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, with our technique achieving greater versatility, lower hardware requirements and greater integration in the creative process of designers and developers. Our method involves generating procedural noise maps using either multi-layered smoothed Gaussian noise or the Perlin algorithm. We then employ an enhanced Neural Style transfer technique, drawing style from real-world height maps. This fusion of algorithmic generation and neural processing holds the potential to produce terrains that are not only diverse but also closely aligned with the morphological characteristics of real-world landscapes, with our process yielding consistent terrain structures with low computational cost and offering the capability to create customized maps. Numerical evaluations further validate our model's enhanced ability to accurately replicate terrain morphology, surpassing traditional procedural methods.
