#modelsynthesis search results
I have big multi-modules working in my #wavefunctioncollapse / #modelsynthesis terrain system. I want the grid-based feel of 3D tiles, but the big tiles help break the shapes up and bring a little variety. #progcen #indiedev #unity3d #madewithunity #gamedev
Still working on #ModelSynthesis / #WaveFunctionCollapse. I'm exploring more of the original model synthesis algorithm now. Still a lot to do. I'm also getting better at making modules in Blender. Anyway, here are some clips. #MadeWithUnity #Unity3D #ProcGen #IndieDev
For #ModelAnalysis, #ModelSynthesis, #ModelEvolution, definition of #Views, and abstraction based on models, we need a sound semantic foundation for the meaning of these models. Read more on how to define a formal #Semantics for #ModelingLanguages at: se-rwth.de/research/Seman…
I added a feature to my #ModelSynthesis #WaveFunctionCollapse algorithm instead of fixing bugs. Oops. Tile meshes can now be randomly picked from several options. Here, the trees are randomized during generation, but are fixed once generation is done. #Unity3D #procgen #indiedev
I made a video youtu.be/ndancJdiFVw explaining part of my PhD thesis. This part extended Wave Function Collapse / Model Synthesis to generate complex shapes that don’t work on a regular grid. #WaveFunctionCollapse #ModelSynthesis #ProcGen
youtube.com
YouTube
Continuous Model Synthesis
For #ModelAnalysis, #ModelSynthesis, #ModelEvolution, definition of #Views, and abstraction based on models, we need a sound semantic foundation for the meaning of these models. Read more on how to define a formal #Semantics for #ModelingLanguages at: se-rwth.de/research/Seman…
I have big multi-modules working in my #wavefunctioncollapse / #modelsynthesis terrain system. I want the grid-based feel of 3D tiles, but the big tiles help break the shapes up and bring a little variety. #progcen #indiedev #unity3d #madewithunity #gamedev
I added a feature to my #ModelSynthesis #WaveFunctionCollapse algorithm instead of fixing bugs. Oops. Tile meshes can now be randomly picked from several options. Here, the trees are randomized during generation, but are fixed once generation is done. #Unity3D #procgen #indiedev
Still working on #ModelSynthesis / #WaveFunctionCollapse. I'm exploring more of the original model synthesis algorithm now. Still a lot to do. I'm also getting better at making modules in Blender. Anyway, here are some clips. #MadeWithUnity #Unity3D #ProcGen #IndieDev
I made a video youtu.be/ndancJdiFVw explaining part of my PhD thesis. This part extended Wave Function Collapse / Model Synthesis to generate complex shapes that don’t work on a regular grid. #WaveFunctionCollapse #ModelSynthesis #ProcGen
youtube.com
YouTube
Continuous Model Synthesis
For #ModelAnalysis, #ModelSynthesis, #ModelEvolution, definition of #Views, and abstraction based on models, we need a sound semantic foundation for the meaning of these models. Read more on how to define a formal #Semantics for #ModelingLanguages at: se-rwth.de/research/Seman…
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