A copy of this work was available on the public web and has been preserved in the Wayback Machine. The capture dates from 2022; you can also visit the original URL.
The file type is application/pdf
.
Procedural Terrain Generation Using Generative Adversarial Networks
2021
Zenodo
Synthetic terrain realism is critical in VR applications based on computer graphics (e.g., games, simulations). Although fast procedural algorithms for automated terrain generation do exist, they still require human effort. This paper proposes a novel approach to procedural terrain generation, relying on Generative Adversarial Networks (GANs). The neural model is trained using terrestrial Points-of-Interest (PoIs, described by their geodesic coordinates/altitude) and publicly available
doi:10.5281/zenodo.5718544
fatcat:fc5oeo3wmrevxaogmngbka3jhq