4 ms·
Very interesting. Is there a real-world application for this?
by tunnuz 11y ago
Very interesting. Is there a real-world application for this?
- teraflop 11y agoIt reminds me of a technique for using recursive self-similar tiles to generate pseudorandomly distributed points: http://johanneskopf.de/publications/blue_noise/ http://johanneskopf.de/publications/blue_noise/ The idea is that you can model an infinite set of points generated by an infinitely-deeply-nested tiling, and then efficiently sample from it at arbitrary levels of detail. This lets you do things like zoom in and out while retaining frame-to-frame coherence, and without having to explicitly store the entire point set. (It's worth watching the full 5-minute video, which explains it better than I can.) The implementation in that paper used squares with labeled edges to tile the plane non-periodically. This seems like it could be used to do something similar, except with a periodic but irregular tiling. No idea if that would have any practical benefits, but it's interesting, at least.
- anon4 11y agoOh wow, I was looking for ways to do exactly this the other day.
- vinchuco 11y agoThere need not be. 1+1=2 is true whether we are adding dollars or lines of code. Another answer is that I'm trying to make a puzzle with different solutions, all of which can't be solved simultaneously.
- tunnuz 11y agoI never said that there must be an application, I was wondering whether there was one.
- kleer001 11y agoI think that depends on the world you're trying to apply it to.
- chavesn 11y agohttps://en.wikipedia.org/wiki/Digital_camouflage https://en.wikipedia.org/wiki/Digital_camouflage ?
- paublyrne 11y agoBathrooms?
- deleted 11y ago[deleted]
- shawabawa3 11y agoMy first thought was for tiled textures, to make repetition less obvious
- scott_karana 11y agoWouldn't it be difficult to make a texture whose edges were contiguous with every possible permutation?