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A step towards procedural terrain generation with GANs
Published 11 Jul 2017 in stat.ML and cs.CV | (1707.03383v1)
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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