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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Procedural 3D Terrain Generation Using Generative Adversarial Networks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Emmanouil Panagiotou∗</string-name>
          <email>panagiotouemm@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eleni Charou</string-name>
          <email>exarou@iit.demokritos.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Informatics and Telecommunications, National, Centre for Scientific Research Demokritos</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Electrical and Computer Engineering, National, Technical University of Athens</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>∗Corresponding author CCS CONCEPTS • Computing methodologies → 3D imaging; Neural networks; Adversarial learning.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Procedural 3D Terrain generation has become a necessity in open
world games, as it can provide unlimited content, through a
functionally infinite number of diferent areas, for players to explore.
In our approach, we use Generative Adversarial Networks (GAN)
to yield realistic 3D environments based on the distribution of
remotely sensed images of landscapes, captured by satellites or
drones. Our task consists of synthesizing a random but plausible
RGB satellite image and generating a corresponding Height Map
in the form of a 3D point cloud that will serve as an appropriate
mesh of the landscape. For the first step, we utilize a GAN trained
with satellite images that manages to learn the distribution of the
dataset, creating novel satellite images. For the second part, we need
a one-to-one mapping from RGB images to Digital Elevation Models
(DEM). We deploy a Conditional Generative Adversarial network
(CGAN), which is the state-of-the-art approach to image-to-image</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Procedural content creation has been used in the past by game
developers, as it can ofer increased gameplay variety and
replayability for the player, as well as lower budgets for gaming companies.
Renowned games of diferent genres such as the Borderlands [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]
and Civilization [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] series, Minecraft [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and No Man’s Sky [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ],
apply analogous techniques. Procedural generation is an emerging
research field on Artificial Intelligence (AI) &amp; gaming, leading to
various new state-of-the-art approaches [
        <xref ref-type="bibr" rid="ref23 ref3">3, 23</xref>
        ]. In most cases,
developers create procedural characters, dungeons or landscapes by
using predefined templates that can randomize some aspects of the
generated object. As discussed in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], games should take
advantage of real-world information available on the internet. For our
approach we generate random images that follow the distribution
of real remotely sensed imagery. Particularly, we require a function
 :  → 
 :  → 
where  is random noise and  is the generated image. To add a
dimension of height to each pixel of the generated image, a
oneto-one mapping  , generates a 3D point cloud or Digital Elevation
Model (DEM) for each input tile  . Specifically,
      </p>
      <p>
        where  is the domain of images produced by  and  that
of DEMs. Both tasks require a rule-based approach, as the
generated input images, as well as the resulting one-to-one mappings
are infinite. Obviously, both systems are impossible to "hard-code",
therefore AI or Machine Learning (ML) models have to be
implemented, as they can learn such rules in an automated, data-driven
manner. In particular, Deep Learning (DL), the data-intensive
version of ML, has recently been proven to be useful for many
dificult problems. Especially in image processing tasks for computer
vision [
        <xref ref-type="bibr" rid="ref22 ref5 ref9">5, 9, 22</xref>
        ], specific DL algorithms are the go-to solutions.
Consequently, we propose a DL method for procedural 3D scenery
generation that is data driven and relies solely on real remotely
sensed imagery, with no need of any input from the developer. The
model succeeds in replicating the input data distribution,
generating images and 3D representations of increased variation and high
quality. The code for our work has been made publicly available at
https://github.com/Panagiotou/Procedural3DTerrain.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>DEEP LEARNING TECHNIQUES FOR IMAGE</title>
    </sec>
    <sec id="sec-4">
      <title>PROCESSING</title>
      <p>In this section, we provide necessary context to the information
discussed throughout our research paper.
2.1</p>
    </sec>
    <sec id="sec-5">
      <title>Typical Convolutional Architecture</title>
      <p>
        A Convolutional Neural Network (CNN) is a (deep) neural network
consisting of an input layer, multiple hidden layers and an output
layer. The first layer, expects an image as input, which is passed to
the next layers. Every hidden layer is comprised of convolutional
layers that convolve the input by applying a dot product with a
kernel consisting of trainable weights. The resulting output is passed
by a pooling layer that reduces the input dimensions for the next
layer. The output layer computes the error of the predicted output
in relation to the expected ground truth values and backpropagates
that error to previous layers, updating the trainable weights
accordingly. Compared to standard feedforward neural networks, CNNs
are able to make strong hypothesis regarding the nature of the
images as they take the 2D structure into account, thus using much
fewer connections and parameters, leading to faster training times
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
2.2
      </p>
    </sec>
    <sec id="sec-6">
      <title>Generative Adversarial Networks</title>
      <p>
        Generative Adversarial Networks (GAN) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] constitute a general
framework for training generative models, i.e. models that can
produce samples, not only diferentiate between them. GANs consist
of a generator G and a discriminator D, both modeled as artificial
neural networks. The generator is optimized to reproduce the true
data distribution  , which can be fixed to the distribution of
interest, by generating images (or any form of data) that are dificult
for the discriminator to diferentiate from the real images, namely
the actual data distribution  . Simultaneously, the
discriminator is tasked with diferentiating real images from synthetic data
generated by G. Their training procedure is a minimax two-player
game with the following objective function:
min max  (,  ) =∼ () [log  ( )]+∼ () [log (1 −  ( ()))]
 
(1)
where  is a noise vector sampled from a prior noise distribution
of choice  , usually a uniform or a normal distribution, and  is a
real image, from the data distribution  . [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] prove that, given
enough capacity, the generator can learn to replicate the true data
distribution.
2.3
      </p>
    </sec>
    <sec id="sec-7">
      <title>Conditional Generative Adversarial</title>
    </sec>
    <sec id="sec-8">
      <title>Networks</title>
      <p>
        As suggested in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and first examined in [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], CGANs can extend
GANs by incorporating additional information, like a class label
or, analogous to our case, extracted features, in efect conditioning
the generator and the discriminator to it. Denoting the additional
conditioning variable as , we can substitute  ( ) and  () from
Equation 1 with  ( |) and  ( |), whereas the rest of the
formulation remains the same:
min max  (,  ) =∼ () [log  ( |)]+∼ () [log (1 −  ( ( |) |))]
 
(2)
      </p>
      <p>
        By conditioning on , we can control the quintessence of the
output of the generator, allowing the noise  to add background
information, pose, etc [
        <xref ref-type="bibr" rid="ref17 ref24 ref25 ref4">4, 17, 24, 25</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-9">
      <title>DATASET</title>
      <p>
        In order for a CNN architecture to be trained, a large-scale dataset
is imperative, as well as computing power to process it, preferably
with the parallel processing capabilities of a Graphics Processing
Unit (GPU). This especially holds in our case, where the objective is
to train a GAN architecture for generating a vast variety of random
images. Our second task consists of performing an image-to-image
translation from those generated images to their corresponding
DEMs. During this process the DEM is interpreted as a single band
(grayscale) image. Evidently, a dataset of pairs of RGB satellite
images and their corresponding DEM images is needed. As we
were unable to acquire data containing both RGB and DEM
images, we decide to build our own. To be more precise, a large area
over Greece was selected as our region of interest (ROI). The DEM
images corresponding to our ROI are provided by ALOS Global
Digital Surface Model "ALOS World 3D - 30m (AW3D30)" [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and
can be granted with a request to the respective owners. We then
split the DEMs into smaller tiles and, for each tile, a script obtains
the corresponding RGB tile. In particular, the program extracts a
GeoJSON polygon from the georeferenced DEM tile and feeds it
to the Google Earth Engine API [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], which is publicly available.
This, then, returns the true color bands [TCI_R, TCI_G, TCI_B]
Sentinel-2 MSI, which, when stacked, yield the requested RGB
satellite image corresponding to the input DEM. To get the final dataset
we reshape our data so that all tiles are 256 × 256 pixels.
(a) Satellite Images
      </p>
      <p>(b) DEMs</p>
      <p>
        The overall process is graphically presented in Figure 3. Some
pairs of the dataset can be seen at Figure 2. As a preprocessing step,
we project the DEMs to the [
        <xref ref-type="bibr" rid="ref1">−1, 1</xref>
        ] range, as each tile was scaled
to the [
        <xref ref-type="bibr" rid="ref1">−1, 1</xref>
        ] range according to the global minimum-maximum
of the entire dataset.
      </p>
    </sec>
    <sec id="sec-10">
      <title>GENERATIVE ADVERSARIAL NETWORK</title>
    </sec>
    <sec id="sec-11">
      <title>FOR SATELLITE IMAGE GENERATION</title>
      <p>
        As aforementioned, the first step in procedurally producing random
3D landscapes, is generating random images that mimic the real
satellite images of the dataset. While attempts for lower resolution
image generation [
        <xref ref-type="bibr" rid="ref1 ref15">1, 15</xref>
        ] have been successful, researchers
discovered a dificulty in convergence mainly for higher resolutions. This
efect called "mode collapse" occurs when the discriminator, at some
point, wins the minimax game resulting in non-convergence of the
generator, who starts producing similar results for every input
sample. In our case, we choose to construct images of size 256 × 256.
Therefore, we choose to implement a technique of progressive
growing GANs (ProGAN) introduced in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. This architecture, allows
training to occur in multiple stages. Instead of training all layers
of the generator and discriminator models, ProGANs are trained
one layer at a time, leading to exponential growth of the generated
images on every step. This method, proves to be very efective in
stabilizing the training process and reducing its duration, leading
the generator to convergence and producing images of high
resolution at the same time. The increase in resolution is achieved by
adding new layers to both networks as seen in Figure 4.
      </p>
      <p>The weights of all previous layers, remain trainable during this
process and for the model to avoid shocks during this transition,
new layers are faded in gradually. This process of fading in a new
layer, is controlled by a parameter  ranging from 0 to 1 over the
course of multiple iterations, producing a weighted sum of the two
last layers of the generator. The discriminator can be regarded as a
symmetrical copy of the generator. Input images are either "fake"
images synthesized by the generator or real images of the dataset,
obviously scaled down to the current training resolution. Through
a series of convolutional layers, the image is downscaled, until the
last layer, where a boolean decision is returned.
5</p>
    </sec>
    <sec id="sec-12">
      <title>CONDITIONAL GENERATIVE</title>
    </sec>
    <sec id="sec-13">
      <title>ADVERSARIAL NETWORK FOR</title>
    </sec>
    <sec id="sec-14">
      <title>ELEVATION PREDICTION</title>
      <p>
        Following [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], we use the pix2pix architecture to train the CGAN
framework. In particular, we use an encoder-decoder architecture,
described as U-net in [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] for the generator. This model, first
downsamples the conditioning input (e.g. satellite) image down to a
bottleneck layer using a series of convolutional layers. Afterwards,
through a series of deconvolutions, roughly the inverse operator of
the convolution, the images are upsampled, decoding the bottleneck
code to the size of the output image. Every convolutional layer is
connected with a skip connection to its respective deconvolutional
layer, helping the model to converge during training since it skips
some layers by feeding the output of one layer as the input to next
layers [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], which facilitates training, provided the global, low-level
structure is the same between input and output, as is the case in
our task. The architecture of the U-net can be seen in Figure 5.
      </p>
      <p>
        The discriminator model is a binary classifier, deciding whether
a given image (e.g. DEM) has been produced by the generator, or
belongs to the real images provided by the dataset. Deep CNNs
have been heavily tested and therefore proven to work on image
classification tasks [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In our case, a PatchGAN [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] is used. The
main diference is that the traditional CNN architecture would
come to a decision based on the whole input image, whereas the
PatchGAN maps the 256 × 256 image, in our case, to a square array
of outputs. Each output "pixel" signifies whether the corresponding
patch is real or fake.
      </p>
      <p>
        The final decision for the whole image is derived by averaging
over all the individual patches. Using a Patch-based approach for
the Discriminator, compared to a traditional CNN architecture for
binary image classification, has proven to encourage high frequency
crispiness in the resulting images [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The PatchGAN architecture
can be seen in Figure 6.
      </p>
      <p>
        The task of predicting plausible DEMs for input remotely sensed
imagery , as well as, model evaluation and accuracy have been
addressed thoroughly in our previous work [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
6
      </p>
    </sec>
    <sec id="sec-15">
      <title>RESULTS</title>
      <p>We first present our results of the ProGAN model Figure 8a. It is
evident that random RGB satellite images of great resolution and
variety are being generated. The DEMs produced by the CGAN
model, presented in Figure 8b, render a plausible representation in
relation to the input images, as well as the data distribution of DEMs
provided during training. We observe that the ProGAN model, by
progressively growing the size of the output image, has learned
to generate sharp results that imitate images that are present in
our dataset. Various basic elements like river banks, islands with
greener water near the surface and snow, are present. Likewise, the
CGAN model produces detailed and accurate DEMs, resulting in
plausible 3D representations, Figure 7.
(a) Satellite Images</p>
      <p>(b) DEMs
While individual results of our approach presented in Figures 8 and
7, are remarkable, an emerging problem is choosing neighboring
tiles. In particular, while game content is generated and if the game
is infinite-world, every tile needs to have 8 neighboring tiles. This
process of choosing appropriate tiles, is left for future research,
but one approach could be using images produced by latent codes
close to the one which produced the center tile. Close latent points,
in our case, are similar noise vectors, which therefore produce
similar images. One can then create a linear interpolation between
a starting and a target image, like the one presented in Figure 9.</p>
      <p>
        A more lightweight solution for producing 3D landscapes
introduced in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] is to use a single CGAN model, solving the inverse
problem i.e., train the inverse operator,  −1, to predict the surface
coloration, meaning the RGB image, conditioned on a DEM. In this
case, a random 256 × 256 DEM tile is sampled from a Perlin noise
distribution [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], which is especially suited for generating plausible
landscapes with peaks and valleys.
      </p>
      <p>In conclusion, an idea left for future work, is to implement a
global model combining the scopes of both models, e.g. generating
random satellite imagery while producing a plausible DEM
representation. This model will have to minimize a combined loss for
both problems, probably leading to dificulty in convergence, but
would likely yield more realistic and robust results.</p>
    </sec>
  </body>
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