This was originally posted here a decade ago. I’m happy to see it’s still alive.
I’ve been using some generated assets for a game with voxelized art. I intend to take a deeper look at this and see if it can simplify parts of my workflow.
This is fascinating. I see its powered by weights and probabilities - would this be a very simple ancestor of things like Stable Diffusion that we have now, or would this be on a completely different branch (different approach)
I always wondered how this compares to the 1999 algorithm Texture Synthesis by Non-parametric Sampling [1]. The results look very similar to my eyes. Implementation here [2] — has anyone tried both?
> WFC is a console application that depends only on the standard library. Get .NET Core for Windows, Linux or macOS...
Not very familiar with dotnet: does the above sentence mean it's an SDK that can produce svelte binaries that depend only on the C standard library? I thought the final executable required a whole runtime?
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[ 4.4 ms ] story [ 27.0 ms ] threadI’ve been using some generated assets for a game with voxelized art. I intend to take a deeper look at this and see if it can simplify parts of my workflow.
https://news.ycombinator.com/item?id=12612246
[1] https://www2.eecs.berkeley.edu/Research/Projects/CS/vision/p...
[2] https://github.com/goldbema/TextureSynthesis
Not very familiar with dotnet: does the above sentence mean it's an SDK that can produce svelte binaries that depend only on the C standard library? I thought the final executable required a whole runtime?