arXiv Open Access 2017

A step towards procedural terrain generation with GANs

Christopher Beckham Christopher Pal
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Abstrak

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.

Topik & Kata Kunci

Penulis (2)

C

Christopher Beckham

C

Christopher Pal

Format Sitasi

Beckham, C., Pal, C. (2017). A step towards procedural terrain generation with GANs. https://arxiv.org/abs/1707.03383

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Informasi Jurnal
Tahun Terbit
2017
Bahasa
en
Sumber Database
arXiv
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Open Access ✓