“Procedural Generation of Roads with Conditional Generative Adversarial Networks” by Kelvin and Bhojan

  • ©Lin Ziwen Kelvin and Anand Bhojan

  • ©Lin Ziwen Kelvin and Anand Bhojan

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Entry Number: 12

Title:

    Procedural Generation of Roads with Conditional Generative Adversarial Networks

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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.


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