I'm missing a lot here. How does this equate to wave function collapse?
>with the help of ideas from quantum mechanics. >so it doesn't do the actual quantum mechanics, but it was inspired by QM.
Show HN: Wave function collapse algorithm
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Re: Show HN: Wave function collapse algorithm
#32This is pretty awesome, but there is no LICENSE file so I'm assuming no one is allowed to use it in their own projects.
Re: Show HN: Wave function collapse algorithm
#33This is great! It would be interesting to apply this concept to wavelets (instead of pixels or voxels) in order to work on real-life pictures. Also, 3 dimensions as in X, Y and time, to work on animated GIFs. Think about an infinite, never repeating Blue Ball Machine! http://m.imgur.com/5Flh68G
you start from a finite pattern, which becomes the 'rules' of your created universe. Then, using this wave function collapse algorithm you expand it into an infinity where the possibilities are endless within the constraints of those generator rules
Re: Show HN: Wave function collapse algorithm
#34Earlier quoted context omitted.
>with the help of ideas from quantum mechanics. >so it doesn't do the actual quantum mechanics, but it was inspired by QM.
Yea, my only disagreement here is the name.
Re: Show HN: Wave function collapse algorithm
#35Great work! The fact that it captures "long-range order" seemingly perfectly is something not many have been able to do before! And the "collapse" visualization is great fun to watch. But is your algorithm really qualitatively all that different from previous search methods (e.g. Efros and Leung), if you are still (uniform random?) sampling over the input distribution of patches? I notice also your input textures ten…
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.
Btw, I have classic texture synthesis algos in a different repo: https://github.com/mxgmn/SynTex
Re: Show HN: Wave function collapse algorithm
#36Also note how PatchMatch can work with constraints.
[1] http://vis.berkeley.edu/courses/cs294-69-fa11/wiki/images/1/...
Re: Show HN: Wave function collapse algorithm
#37This could be great for generating maps in a sprite based strategy game!
Re: Show HN: Wave function collapse algorithm
#38Can you feed it something other than bitmaps? Like its own source code?
Re: Show HN: Wave function collapse algorithm
#39Mindblowing... could this technique also be applied to music?
Re: Show HN: Wave function collapse algorithm
#40This reminds me of the quite powerful PatchMatch algorithm [1]. Is it related? Also note how PatchMatch can work with constraints. [1] http://vis.berkeley.edu/courses/cs294-69-fa11/wiki/images/1/...
Photoshop's implementation of PatchMatch handles constraints perfectly, yes.