arXiv
Open Access
2017
A step towards procedural terrain generation with GANs
Christopher Beckham
Christopher Pal
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.
Penulis (2)
C
Christopher Beckham
C
Christopher Pal
Akses Cepat
Informasi Jurnal
- Tahun Terbit
- 2017
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- Sumber Database
- arXiv
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- Open Access ✓