by aebrer

Entropy Locked Wave Function Collapse

IPFS
Entropy Locked Wave Function Collapse

15 November 2022TEZOSIPFS

Splits:
primary -> 10% to processing, 10% to pico_punks breadfond, 40% to #Tezos4Iran donation smart contract, 40% for me
royalties -> 80% for me, 20% for minter

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Controls:

F11 -> fullscreen mode (alternatively you should be able to do this from your browser menu)
s -> save a png of the image
1-8 -> set the pixel density and re-render (default is 5, higher means higher resolution final image; the preview image is generated with a value of 5, at 1080x1080px)

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Statement:

For this piece I wanted to explore the Wave Function Collapse algorithm. From the outset, I wanted to implement a version of this where instead of tiles, pixels are used as the basic tiling unit. Instead of discrete edges to connect, the rules for connection are based on HSB values of the pixels. Additionally, instead of minimizing entropy at all times, entropy for each pixel is always increasing, and the pool of possibilities expands rather than contracts (and is randomly selected from). So in short, it's not really Wave Function Collapse, merely inspired by it.

Next, I implemented Entropy Locking, using the same system as in "skyscrapers". Now we can really see the impact that Entropy Locking can have on procedural generation, and how it triggers emergence.

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Thanks for reading :)
find my social links, projects, newsletter, roadmap, and more, at aebrer.xyz

license: CC0 -> go nuts; citations not required but definitely appreciated

bonus fact: if the entropy locking method is "none", then the piece should tile on all four edges! try it out!

name: Andrew E. Brereton
what I do: Entropy

Generative Art and AI Transformations of Generative Art
find my projects at aebrer.xyz

167 EDITIONS

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minted

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fixed price

1 TEZ

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