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Procedural Generation of Roads with Conditional Generative Adversarial Networks

EasyChair Preprint no. 4647

4 pagesDate: November 25, 2020

Abstract

Procedural terrain generation refers to the generation of terrain features, such as landscaping, rivers or road networks, through the use of algorithms, with minimal input required from the user. In the process of game development, generating terrain is often an important part of the game development process. Traditional generation methods are often too time consuming especially with larger terrain maps. On the other hand, procedural methods that generate terrain automatically often do not have much user control over the output. We explore the usage of conditional generative adversarial networks in the creation of road maps, as well as the application of such road maps in the creation of game levels in game development engines such as Unreal Engine 4.

Keyphrases: image processing, machine learning, procedural generation

BibTeX entry
BibTeX does not have the right entry for preprints. This is a hack for producing the correct reference:
@Booklet{EasyChair:4647,
  author = {Lin Ziwen Kelvin and Bhojan Anand},
  title = {Procedural Generation of Roads with Conditional Generative Adversarial Networks},
  howpublished = {EasyChair Preprint no. 4647},

  year = {EasyChair, 2020}}
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