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A step towards procedural terrain generation with GANs

2017-07-11Code Available0· sign in to hype

Christopher Beckham, Christopher Pal

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Abstract

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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