Research Scientist at @AdobeResearch. PhD in Computer Graphics. Dev of #OpenMfx and Learn #WebGPU C++. Creative Coding. Indie game. VFX. Opinions are my own.
Jul 30, 2021 • 7 tweets • 5 min read
The #WaveFunctionCollapse algorithm by @ExUtumno has got really trendy in #ProcGen and game dev communities, but it wasn't the first of its kind!
It was highly based on Paul Merrell's work published almost 10 years earlier.⬇️ 1/7
First of all, Gumin's #WFC and Merrell's #ModelSynthesis give very similar results when they use the same tile set. 2/7
May 31, 2020 • 18 tweets • 9 min read
The #WaveFunctionCollapse algorithm has been introduced by @ExUtumno as a texture synthesis method and nicely used by @OskSta for procedural generation of 3D buildings. Wait, what, how do those relate? Sounds like totaly different applications!
⬇️ Answers in the thread! 1/18
Discrete pixel values: WFC is different from many other texture synthesis algorithms because it never blends pixel colors. It does not need to know that a little bit of blue and some red creates purple. Others do require this, e.g. hal.inria.fr/hal-01824773/f…
2/18
May 17, 2020 • 11 tweets • 8 min read
Having a lot of fun reproducing @OskSta 's #Townscaper in #unity3d, very instructive exercise!
⬇️ Details in the thread bellow 1/10
Townscapper is based on #MarchingCubes, the traditional algorithm for converting voxel data to polygonal mesh (see also #DualContouring) 🧊
⬇️ We will apply it on a less usual grid though 2/10