Deep convolutional generative adversarial network for procedural 3D landscape generation based on DEM

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningfagfællebedømt

Standard

Deep convolutional generative adversarial network for procedural 3D landscape generation based on DEM. / Wulff-Jensen, Andreas; Rant, Niclas Nerup; Møller, Tobias Nordvig; Billeskov, Jonas Aksel.

Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017 and Second International Conference, DLI 2017 Heraklion, Crete, Greece, October 30–31, 2017 Proceedings. red. / Anthony L Brooks; Eva Brooks; Nikolas Vidakis. Cham : Springer, 2018. s. 85-94 (Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, Bind 229).

Publikation: Bidrag til bog/antologi/rapportKonferencebidrag i proceedingsForskningfagfællebedømt

Harvard

Wulff-Jensen, A, Rant, NN, Møller, TN & Billeskov, JA 2018, Deep convolutional generative adversarial network for procedural 3D landscape generation based on DEM. i AL Brooks, E Brooks & N Vidakis (red), Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017 and Second International Conference, DLI 2017 Heraklion, Crete, Greece, October 30–31, 2017 Proceedings. Springer, Cham, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, bind 229, s. 85-94, 6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017, Heraklion, Grækenland, 30/10/2017. https://doi.org/10.1007/978-3-319-76908-0_9

APA

Wulff-Jensen, A., Rant, N. N., Møller, T. N., & Billeskov, J. A. (2018). Deep convolutional generative adversarial network for procedural 3D landscape generation based on DEM. I A. L. Brooks, E. Brooks, & N. Vidakis (red.), Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017 and Second International Conference, DLI 2017 Heraklion, Crete, Greece, October 30–31, 2017 Proceedings (s. 85-94). Springer. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering Bind 229 https://doi.org/10.1007/978-3-319-76908-0_9

Vancouver

Wulff-Jensen A, Rant NN, Møller TN, Billeskov JA. Deep convolutional generative adversarial network for procedural 3D landscape generation based on DEM. I Brooks AL, Brooks E, Vidakis N, red., Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017 and Second International Conference, DLI 2017 Heraklion, Crete, Greece, October 30–31, 2017 Proceedings. Cham: Springer. 2018. s. 85-94. (Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, Bind 229). https://doi.org/10.1007/978-3-319-76908-0_9

Author

Wulff-Jensen, Andreas ; Rant, Niclas Nerup ; Møller, Tobias Nordvig ; Billeskov, Jonas Aksel. / Deep convolutional generative adversarial network for procedural 3D landscape generation based on DEM. Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017 and Second International Conference, DLI 2017 Heraklion, Crete, Greece, October 30–31, 2017 Proceedings. red. / Anthony L Brooks ; Eva Brooks ; Nikolas Vidakis. Cham : Springer, 2018. s. 85-94 (Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, Bind 229).

Bibtex

@inproceedings{2704b83373f44845b15acbb36663a9f8,
title = "Deep convolutional generative adversarial network for procedural 3D landscape generation based on DEM",
abstract = "This paper proposes a novel framework for improving procedural generation of 3D landscapes using machine learning. We utilized a Deep Convolutional Generative Adversarial Network (DC-GAN) to generate heightmaps. The network was trained on a dataset consisting of Digital Elevation Maps (DEM) of the alps. During map generation, the batch size and learning rate were optimized for the most efficient and satisfying map production. The diversity of the final output was tested against Perlin noise using Mean Square Error [1] and Structure Similarity Index [2]. Perlin noise is especially interesting as it has been used to generate game maps in previous productions [3, 4]. The diversity test showed the generated maps had a significantly greater diversity than the Perlin noise maps. Afterwards the heightmaps was converted to 3D maps in Unity3D. The 3D maps{\textquoteright} perceived realism and videogame usability was pilot tested, showing a promising future for DC-GAN generated 3D landscapes.",
keywords = "Faculty of Science, GAN, Deep Convolutional Generative Adversarial Network, PCG, Procedural generated landscapes, Digital Elevation Maps (DEM), Heightmaps, Games, 3D landscapes",
author = "Andreas Wulff-Jensen and Rant, {Niclas Nerup} and M{\o}ller, {Tobias Nordvig} and Billeskov, {Jonas Aksel}",
note = "(Ekstern); 6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017 ; Conference date: 30-10-2017 Through 31-10-2017",
year = "2018",
doi = "10.1007/978-3-319-76908-0_9",
language = "English",
isbn = " 978-3-319-76907-3",
series = "Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering",
publisher = "Springer",
pages = "85--94",
editor = "Brooks, {Anthony L} and Eva Brooks and Nikolas Vidakis",
booktitle = "Interactivity, Game Creation, Design, Learning, and Innovation",
address = "Switzerland",

}

RIS

TY - GEN

T1 - Deep convolutional generative adversarial network for procedural 3D landscape generation based on DEM

AU - Wulff-Jensen, Andreas

AU - Rant, Niclas Nerup

AU - Møller, Tobias Nordvig

AU - Billeskov, Jonas Aksel

N1 - (Ekstern)

PY - 2018

Y1 - 2018

N2 - This paper proposes a novel framework for improving procedural generation of 3D landscapes using machine learning. We utilized a Deep Convolutional Generative Adversarial Network (DC-GAN) to generate heightmaps. The network was trained on a dataset consisting of Digital Elevation Maps (DEM) of the alps. During map generation, the batch size and learning rate were optimized for the most efficient and satisfying map production. The diversity of the final output was tested against Perlin noise using Mean Square Error [1] and Structure Similarity Index [2]. Perlin noise is especially interesting as it has been used to generate game maps in previous productions [3, 4]. The diversity test showed the generated maps had a significantly greater diversity than the Perlin noise maps. Afterwards the heightmaps was converted to 3D maps in Unity3D. The 3D maps’ perceived realism and videogame usability was pilot tested, showing a promising future for DC-GAN generated 3D landscapes.

AB - This paper proposes a novel framework for improving procedural generation of 3D landscapes using machine learning. We utilized a Deep Convolutional Generative Adversarial Network (DC-GAN) to generate heightmaps. The network was trained on a dataset consisting of Digital Elevation Maps (DEM) of the alps. During map generation, the batch size and learning rate were optimized for the most efficient and satisfying map production. The diversity of the final output was tested against Perlin noise using Mean Square Error [1] and Structure Similarity Index [2]. Perlin noise is especially interesting as it has been used to generate game maps in previous productions [3, 4]. The diversity test showed the generated maps had a significantly greater diversity than the Perlin noise maps. Afterwards the heightmaps was converted to 3D maps in Unity3D. The 3D maps’ perceived realism and videogame usability was pilot tested, showing a promising future for DC-GAN generated 3D landscapes.

KW - Faculty of Science

KW - GAN

KW - Deep Convolutional Generative Adversarial Network

KW - PCG

KW - Procedural generated landscapes

KW - Digital Elevation Maps (DEM)

KW - Heightmaps

KW - Games

KW - 3D landscapes

U2 - 10.1007/978-3-319-76908-0_9

DO - 10.1007/978-3-319-76908-0_9

M3 - Article in proceedings

SN - 978-3-319-76907-3

T3 - Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering

SP - 85

EP - 94

BT - Interactivity, Game Creation, Design, Learning, and Innovation

A2 - Brooks, Anthony L

A2 - Brooks, Eva

A2 - Vidakis, Nikolas

PB - Springer

CY - Cham

T2 - 6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017

Y2 - 30 October 2017 through 31 October 2017

ER -

ID: 315552477