Interactive example-based terrain authoring with conditional generative adversarial networks

Author:

Guérin Éric1,Digne Julie1,Galin Éric1,Peytavie Adrien1,Wolf Christian1,Benes Bedrich2,Martinez Benoît3

Affiliation:

1. Univ Lyon

2. Purdue University

3. Ubisoft Entertainment

Abstract

Authoring virtual terrains presents a challenge and there is a strong need for authoring tools able to create realistic terrains with simple user-inputs and with high user control. We propose an example-based authoring pipeline that uses a set of terrain synthesizers dedicated to specific tasks. Each terrain synthesizer is a Conditional Generative Adversarial Network trained by using real-world terrains and their sketched counterparts. The training sets are built automatically with a view that the terrain synthesizers learn the generation from features that are easy to sketch. During the authoring process, the artist first creates a rough sketch of the main terrain features, such as rivers, valleys and ridges, and the algorithm automatically synthesizes a terrain corresponding to the sketch using the learned features of the training samples. Moreover, an erosion synthesizer can also generate terrain evolution by erosion at a very low computational cost. Our framework allows for an easy terrain authoring and provides a high level of realism for a minimum sketch cost. We show various examples of terrain synthesis created by experienced as well as inexperienced users who are able to design a vast variety of complex terrains in a very short time.

Funder

Fonds National pour la société numérique

Agence Nationale de la Recherche

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design

Reference56 articles.

1. PatchMatch

2. Fares Belhadj and Pierre Audibert. 2005. Modeling landscapes with ridges and rivers: bottom up approach. In GRAPHITE. 447--450. 10.1145/1101389.1101479 Fares Belhadj and Pierre Audibert. 2005. Modeling landscapes with ridges and rivers: bottom up approach. In GRAPHITE. 447--450. 10.1145/1101389.1101479

3. An erosion model based on velocity fields for the visual simulation of mountain scenery

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