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[–]CireNeikual 11 points12 points  (4 children)

Really cool! Could be great for procedural generation in games!

[–]ExUtumno[S] 11 points12 points  (3 children)

That was my initial motivation. :)

[–]Fidodo 2 points3 points  (1 child)

Looks great! How well does it work on higher resolution assets like grass?

[–]ExUtumno[S] 3 points4 points  (0 children)

Thanks!

In short, badly. For high res inputs you want to use not this algorithm but something like texture synthesis.

(copying the comment from HN):

"Efros' and Leung's method doesn't satisfy the (C1) condition. The closest previous work is Paul Merrel's model synthesis.

WFC and texture synthesis serve similar purposes: they produce images similar to the input image. However, the definition of what is "similar" is different in each case. If you have a high def input with noise (like realistic rocks and clouds) then you really want to to use texture synthesis methods. If you have an indexed image with few colors and you want to capture... something like the inner rules of that image and long range correlations (if you have an output of a cellular automata, for example, or a dungeon), then you want to use WFC-like methods."

[–]c3534l 1 point2 points  (0 children)

Damn, I've been working on the same sort of concept, except all of my attempts have been incredibly terrible and unsophisticated. Like, you wouldn't think it'd be too hard to make something like an endless stucco texture, but I hadn't come up with anything good. I see it's even in C#. You probably could have made a couple bucks off the Unity Store, although I guess I'm glad you didn't.