GAN-Generated Terrain for Game Assets

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Yogendra Sisodia

Abstract

Multimedia applications, such as virtual reality models and video games, are increasingly interested in the ability to generate and author realistic virtual terrain automatically. In this paper, the author proposes a pipeline for a realistic two-dimensional terrain authoring framework that is powered by several different generative models that are applied one after the other. Two-dimensional role-playing games will benefit from this ability to create multiple high-resolution terrain variants from a single input image and to interpolate between terrains while keeping the terrains that are generated close to how the data is distributed in the real world.

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[1]
Yogendra Sisodia , Tran., “GAN-Generated Terrain for Game Assets”, IJAINN, vol. 2, no. 6, pp. 1–3, Dec. 2023, doi: 10.54105/ijainn.F1060.102622.
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How to Cite

[1]
Yogendra Sisodia , Tran., “GAN-Generated Terrain for Game Assets”, IJAINN, vol. 2, no. 6, pp. 1–3, Dec. 2023, doi: 10.54105/ijainn.F1060.102622.
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References

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