Papers › A step towards procedural terrain generation with GANs

A step towards procedural terrain generation with GANs

11 Jul 2017arXiv:1707.03383archive 2025-07-28

Christopher Beckham, Christopher Pal

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.

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