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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>A step towards procedural terrain generation with GANs · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/1707.03383/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/1707.03383/feed.xml" rel="self" type="application/rss+xml" /><item><title>A step towards procedural terrain generation with GANs — HN submission</title><link>https://news.ycombinator.com/item?id=15763454</link><guid isPermaLink="false">urn:hackerpapers:submission:1707.03383:15763454</guid><pubDate>Thu, 23 Nov 2017 07:24:04 GMT</pubDate><description>&lt;p&gt;A step towards procedural terrain generation with GANs&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;2 points; 0 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/1707.03383/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>stat.ML</category></item><item><title>A step towards procedural terrain generation with GANs — HN submission</title><link>https://news.ycombinator.com/item?id=15604071</link><guid isPermaLink="false">urn:hackerpapers:submission:1707.03383:15604071</guid><pubDate>Wed, 01 Nov 2017 18:25:11 GMT</pubDate><description>&lt;p&gt;A step towards procedural terrain generation with GANs [pdf]&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;2 points; 0 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/1707.03383/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>stat.ML</category></item><item><title>A step towards procedural terrain generation with GANs — mentioned by indescions_2017</title><link>https://news.ycombinator.com/item?id=15303695</link><guid isPermaLink="false">urn:hackerpapers:mention:1707.03383:15303695</guid><pubDate>Thu, 21 Sep 2017 14:24:14 GMT</pubDate><description>&lt;p&gt;&amp;quot;New algorithms&amp;quot; for tilemap generation? Maxim Gumin’s WaveFunctionCollapse is fast and produces nice results. A recent paper has been published outlining its technique. WaveFunctionCollapse is Constraint Solving in the Wild http://isaackarth.com/papers/wfc_is_constraint_solving_in_th... Combine WFC with a touch of &amp;quot;domain distortion&amp;quot; to add some organic panache: http://www.iquilezles.org/www/articles/warp/warp.htm Or if you have space for several terabytes of high resolution NASA satellite imagery, you can always use that as a training set ;) A step towards procedural terrain generation with…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1707.03383/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>stat.ML</category></item></channel></rss>
