terrain generation
Infinite Leagues Under the Sea: Photorealistic 3D Underwater Terrain Generation by Latent Fractal Diffusion Models
Zhang, Tianyi, Zhi, Weiming, Mangelson, Joshua, Johnson-Roberson, Matthew
This paper tackles the problem of generating representations of underwater 3D terrain. Off-the-shelf generative models, trained on Internet-scale data but not on specialized underwater images, exhibit downgraded realism, as images of the seafloor are relatively uncommon. To this end, we introduce DreamSea, a generative model to generate hyper-realistic underwater scenes. DreamSea is trained on real-world image databases collected from underwater robot surveys. Images from these surveys contain massive real seafloor observations and covering large areas, but are prone to noise and artifacts from the real world. We extract 3D geometry and semantics from the data with visual foundation models, and train a diffusion model that generates realistic seafloor images in RGBD channels, conditioned on novel fractal distribution-based latent embeddings. We then fuse the generated images into a 3D map, building a 3DGS model supervised by 2D diffusion priors which allows photorealistic novel view rendering. DreamSea is rigorously evaluated, demonstrating the ability to robustly generate large-scale underwater scenes that are consistent, diverse, and photorealistic. Our work drives impact in multiple domains, spanning filming, gaming, and robot simulation.
- North America > United States > New York > New York County > New York City (0.04)
- North America > United States > Hawaii (0.04)
- North America > United States > Pennsylvania > Allegheny County > Pittsburgh (0.04)
- Information Technology > Artificial Intelligence > Vision (1.00)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Natural Language (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (0.46)
Multifractal Terrain Generation for Evaluating Autonomous Off-Road Ground Vehicles
Majhor, Casey D., Bos, Jeremy P.
We present a multifractal artificial terrain generation method that uses the 3D Weierstrass-Mandelbrot function to control roughness. By varying the fractal dimension used in terrain generation across three different values, we generate 60 unique off-road terrains. We use gradient maps to categorize the roughness of each terrain, consisting of low-, semi-, and high-roughness areas. To test how the fractal dimension affects the difficulty of vehicle traversals, we measure the success rates, vertical accelerations, pitch and roll rates, and traversal times of an autonomous ground vehicle traversing 20 randomized straight-line paths in each terrain. As we increase the fractal dimension from 2.3 to 2.45 and from 2.45 to 2.6, we find that the median area of low-roughness terrain decreases 13.8% and 7.16%, the median area of semi-rough terrain increases 11.7% and 5.63%, and the median area of high-roughness terrain increases 1.54% and 3.33%, all respectively. We find that the median success rate of the vehicle decreases 22.5% and 25% as the fractal dimension increases from 2.3 to 2.45 and from 2.45 to 2.6, respectively. Successful traversal results show that the median root-mean-squared vertical accelerations, median root-mean-squared pitch and roll rates, and median traversal times all increase with the fractal dimension.
- North America > United States > Michigan (0.05)
- North America > United States > Mississippi (0.04)
- Government > Regional Government > North America Government > United States Government (1.00)
- Government > Military (0.68)
- Information Technology (0.68)
Wildfire Autonomous Response and Prediction Using Cellular Automata (WARP-CA)
Wildfires pose a severe challenge to ecosystems and human settlements, exacerbated by climate change and environmental factors. Traditional wildfire modeling, while useful, often fails to adapt to the rapid dynamics of such events. This report introduces the (Wildfire Autonomous Response and Prediction Using Cellular Automata) WARP-CA model, a novel approach that integrates terrain generation using Perlin noise with the dynamism of Cellular Automata (CA) to simulate wildfire spread. We explore the potential of Multi-Agent Reinforcement Learning (MARL) to manage wildfires by simulating autonomous agents, such as UAVs and UGVs, within a collaborative framework. Our methodology combines world simulation techniques and investigates emergent behaviors in MARL, focusing on efficient wildfire suppression and considering critical environmental factors like wind patterns and terrain features.
- North America > Canada (0.05)
- North America > United States > New York > New York County > New York City (0.04)
- North America > United States > California (0.04)
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- Research Report (0.84)
- Overview (0.66)
- Leisure & Entertainment > Games (0.46)
- Energy (0.46)
Procedural terrain generation with style transfer
In this study we introduce a new technique for the generation of terrain maps, exploiting a combination of procedural generation and Neural Style Transfer. We consider our approach to be a viable alternative to competing generative models, with our technique achieving greater versatility, lower hardware requirements and greater integration in the creative process of designers and developers. Our method involves generating procedural noise maps using either multi-layered smoothed Gaussian noise or the Perlin algorithm. We then employ an enhanced Neural Style transfer technique, drawing style from real-world height maps. This fusion of algorithmic generation and neural processing holds the potential to produce terrains that are not only diverse but also closely aligned with the morphological characteristics of real-world landscapes, with our process yielding consistent terrain structures with low computational cost and offering the capability to create customized maps. Numerical evaluations further validate our model's enhanced ability to accurately replicate terrain morphology, surpassing traditional procedural methods.
- Europe > Italy > Emilia-Romagna > Metropolitan City of Bologna > Bologna (0.04)
- North America > United States > New York > New York County > New York City (0.04)
Generating a Terrain-Robustness Benchmark for Legged Locomotion: A Prototype via Terrain Authoring and Active Learning
Terrain-aware locomotion has become an emerging topic in legged robotics. However, it is hard to generate diverse, challenging, and realistic unstructured terrains in simulation, which limits the way researchers evaluate their locomotion policies. In this paper, we prototype the generation of a terrain dataset via terrain authoring and active learning, and the learned samplers can stably generate diverse high-quality terrains. We expect the generated dataset to make a terrain-robustness benchmark for legged locomotion. The dataset, the code implementation, and some policy evaluations are released at https://bit.ly/3bn4j7f.
- Europe > Switzerland > Zürich > Zürich (0.14)
- North America > United States > California (0.04)