Paul Merrell Research
Paul Merrell Research
  • 11
  • 31 079
Graph Grammar Deep Dive: Graph Gluing, Boundaries, and Hierarchies
For more Info: paulmerrell.org/grammar
A deep dive into my method of generating shapes that are similar to an example. This covers the first part of the algorithm: graph gluing, graph boundaries, and graph hierarchies.
For a more general overview see: th-cam.com/video/FG3LbcOGHqw/w-d-xo.html
P. Merrell, Example-Based Procedural Modeling Using Graph Grammars, Transactions on Graphics, 2023.
มุมมอง: 697

วีดีโอ

V - E + F = 2. Euler Map Theorem
มุมมอง 3244 หลายเดือนก่อน
A simple proof of the Euler Map Theorem. It is a formula for the number of vertices, edges, and faces. Every surface has an Euler characteristic which is 2 for spheres. This simple proof glosses over many details. For a more in-depth discussion see Proofs and Refutations by Lakatos.
How Many Symmetries Are There?
มุมมอง 1.2K6 หลายเดือนก่อน
The mathematics of symmetry. How to find all possible symmetrical patterns on spheres, wallpaper, etc. It's not hard to figure out when you apply an interesting mathematical argument involving orbifolds. For more information see: The Symmetry of Things by John Horton Conway, Heidi Burgiel, and Chaim Goodman-Strauss Special thanks to Jakob Hansen (www.jakobhansen.org/) Images used with permissio...
Procedural Modeling Using Graph Grammars
มุมมอง 11Kปีที่แล้ว
SIGGRAPH Paper Presentation. For more Info: paulmerrell.org/grammar My new method for generating shapes that are similar to an example shape. Unlike Model Synthesis or WFC, it does not use tiles and is not limited to a grid. From an example a graph grammar is constructed that creates locally similar shapes. The method is fully automatic and works on many different kinds of shapes. P. Merrell, E...
Continuous Model Synthesis
มุมมอง 3.8K3 ปีที่แล้ว
Explains the second half of my PhD dissertation. How to extend model synthesis to generate complex shapes that don’t work on a regular grid. For more information see: paulmerrell.org/model-synthesis/ References: P. Merrell and D. Manocha. Continuous Model Synthesis. ACM Transactions on Graphics, 2008. P. Merrell and D. Manocha. Model Synthesis: A General Procedural Modeling Algorithm. IEEE Tran...
Model Synthesis Algorithm
มุมมอง 4.4K3 ปีที่แล้ว
For more information see: paulmerrell.org/model-synthesis/ Related Work Texture Synthesis Alexei A. Efros and Thomas K. Leung. Texture synthesis by non-parametric sampling. ICCV, 1999. Vivek Kwatra, Irfan Essa, Aaron Bobick, and Nipun Kwatra. Texture optimization for example-based synthesis. SIGGRAPH ’05, 2005. Li-Yi Wei, Sylvain Lefebvre, Vivek Kwatra, and Greg Turk. State of the art in exampl...
Model Synthesis Results
มุมมอง 3.6K3 ปีที่แล้ว
A variety of results produced using model synthesis. More information here: paulmerrell.org/model-synthesis/
Computer-Generated Residential Building Layouts
มุมมอง 6353 ปีที่แล้ว
P. Merrell, E. Schkufza, and V. Koltun. Computer-Generated Residential Building Layouts. ACM Transactions on Graphics, 2010. More information here: paulmerrell.org/research/
The Shepherds Rock
มุมมอง 3019 ปีที่แล้ว
Now available on the Google Play store! Download here: play.google.com/store/apps/details?id=org.merrells.shepherdsrock Save the sheep! Play the world's greatest shepherding game. www.theshepherdsrock.com
The Funeral: Music Video
มุมมอง 17312 ปีที่แล้ว
An animated music video I made.
Interactive Furniture Layout Using Interior Design Guidelines
มุมมอง 5K13 ปีที่แล้ว
An interactive furniture layout system that assists users by suggesting furniture arrangements that are based on interior design guidelines. For more information, visit paulmerrell.org/research/

ความคิดเห็น

  • @aakkii5271
    @aakkii5271 หลายเดือนก่อน

    Could this be used for graphs representing models other than space graphics? Let's say we can represent a musical scale with an input graph. And from it we create primitives -> tree -> grammar and form new "words" which could be interesting new scales? Of course as long as the input thing can be represented with a graph btw great stuff. I'm an undergrad student that just got into stuff like this and am following your model synthesis paper to create a comprehensive opensource extension for godot engine so just saw this new thing from you and honestly cannot follow it that well yet, so sorry if the question seems stupid....

    • @PaulMerrellResearch
      @PaulMerrellResearch 29 วันที่ผ่านมา

      I don't know enough about music theory to know if it would be useful or not. The algorithm is centered around spatial relationships. Other applications may be possible, but it's not obvious to me how to apply it in other contexts.

  • @dude2542
    @dude2542 หลายเดือนก่อน

    This is so funny. Truly a hidden gem!

  • @haotianwu5082
    @haotianwu5082 หลายเดือนก่อน

    amazing research. adding physical constraints per different materials will be more useful

  • @Mondotrasho23
    @Mondotrasho23 3 หลายเดือนก่อน

    Thanks for this video I just started writing a report 3 days ago for the final submission of a year 3 subject of my undergraduate degree based on your Example-Based Procedural Modeling Using Graph Grammars paper and the overall algorithm. Its really interesting stuff this video did a good job explaining some of the concepts that have been taking me a while. I have been trying to code my own version of some of these steps as part of my learning process I have been able to create primitives from shapes as that's relatively straight forward but I feel like I am missing some step when it comes to how you label faces and therefore get the left and right values for your edge labels. One point of confusion for me is figure 3 a where you show labeling of faces but I am confused as to why the faces that a bar intercept are both labeled/coloured as 0/white and are not their own colour. This might be a a common method that I am just not familiar with but I would apreciate any pointers if you have any. I have also subscribed to your source code emailing list and greatly look forward to you releasing something to play with when you do.

    • @PaulMerrellResearch
      @PaulMerrellResearch 3 หลายเดือนก่อน

      @Mondotrasho23 An edge can divide two faces with the different colors, but it can also divide two faces with the same color. At 3:18, I'm describing how my method produces different results depending on if the faces are labeled the same or are labeled differently. In Figure 3(a), the edge c-tilde has different colors on the left and on the right. c-tilde = (left, right, angle) = (1, 0, 150°). The edge a-tilde has the same color on the left and on the right a-tilde = (0, 0, 45°).

    • @Mondotrasho23
      @Mondotrasho23 3 หลายเดือนก่อน

      @@PaulMerrellResearch OH that makes total sense now. I was reading into the one example in figure 3(a) as a lot of my basis prior to watching this video today and hadn't made the connection that it was a case similar to the fork input shape in figure 8(d) and was assuming all the edges were loops thank you. I also wasn't considering the same interior exterior case. And I really apreciate your reply

  • @AndarManik
    @AndarManik 3 หลายเดือนก่อน

    this is awesome.

  • @lmthelex
    @lmthelex 3 หลายเดือนก่อน

    amazing

  • @douira
    @douira 3 หลายเดือนก่อน

    Very cool

  • @WaterWheel990
    @WaterWheel990 3 หลายเดือนก่อน

    Fantastic work

  • @ValerioBelcamino-m5j
    @ValerioBelcamino-m5j 3 หลายเดือนก่อน

    in the 3d model case, how do you decide where to cut the model to generate the primitives? both in terms of position, orientation and scale. In the example at 15:38 there seems the choice seem to follow a grid

    • @PaulMerrellResearch
      @PaulMerrellResearch 3 หลายเดือนก่อน

      @ValerioBelcamino-m5j Every edge is cut in half (see 6:49). While many of the examples look like they're on a grid, this was just done for simplicity. This method works fine for shapes at any angles. You asked about the position, orientation, and scale. The edges can stretch to any length (see 3:34) and the primitives can go in any position. So the position and scale of the cut is irrelevant. The orientation matters for determine the edge label (see 4:29).

  • @lmthelex
    @lmthelex 3 หลายเดือนก่อน

    WAO

  • @chloesun1873
    @chloesun1873 3 หลายเดือนก่อน

    Have you thought of turning this into a product like City Engine by Pascal Mueller?

    • @PaulMerrellResearch
      @PaulMerrellResearch 3 หลายเดือนก่อน

      @chloesun1873 I have thought about it. I would need a team of people to help me out and I haven't found that yet.

    • @chloesun1873
      @chloesun1873 3 หลายเดือนก่อน

      @@PaulMerrellResearch I'm quite interested in turning this into a MVP in my free time...

  • @Number_Cruncher
    @Number_Cruncher 3 หลายเดือนก่อน

    I came across this orbifold notation before. Thank you for illuminating them.

  • @simulacrumgames
    @simulacrumgames 4 หลายเดือนก่อน

    Nice and succinct.

  • @htspencer9084
    @htspencer9084 4 หลายเดือนก่อน

    I love that you're using differential geometry to determine which primitives are valid candidates for each other. Takes me back to the turning a sphere inside out days!

    • @PaulMerrellResearch
      @PaulMerrellResearch 4 หลายเดือนก่อน

      Nice, now I'm curious what you mean by turning a sphere inside out?

  • @imani-games
    @imani-games 6 หลายเดือนก่อน

    Should put the enterprise into this to generate new starships!

  • @PaulMerrellResearch
    @PaulMerrellResearch 6 หลายเดือนก่อน

    Corrections: (1) A basketball actually has a 2*2 symmetry. (2) The defining characteristic of the "X" is really the orbifold has a mobius band / cross cap, not the number of glide reflections.

  • @jakejohn3568
    @jakejohn3568 6 หลายเดือนก่อน

    Really appreciate the effort that went into this!

  • @simulacrumgames
    @simulacrumgames 6 หลายเดือนก่อน

    9:30 two times two too many two's

  • @khoavo5758
    @khoavo5758 6 หลายเดือนก่อน

    This video rules. It’s funny how the math of symmetry is so interesting, yet symmetry itself looks boring in reality. Well, symmetry is still important, but if we show perfect symmetry, f.ex the frontal view of the human face, it looks boring.

  • @jakubskop73
    @jakubskop73 6 หลายเดือนก่อน

    Bro I've been waiting for months for another Paul Merrell video

    • @PaulMerrellResearch
      @PaulMerrellResearch 6 หลายเดือนก่อน

      Oh, you then should check out my other TH-cam channel. I've made four videos this year: www.youtube.com/@ItsJustAstronomical. That's my more popular channel. This channel is for more nerdy niche topics.

  • @bause6182
    @bause6182 6 หลายเดือนก่อน

    Another Paull Merrell video 🎉

  • @simulacrumgames
    @simulacrumgames 6 หลายเดือนก่อน

    Insta-sub, thanks for your great work!

  • @khoavo5758
    @khoavo5758 8 หลายเดือนก่อน

    how did you manage to do so much visuals? It’s incredible.

    • @PaulMerrellResearch
      @PaulMerrellResearch 8 หลายเดือนก่อน

      Thanks! It took a lot of work. Hopefully you were able to follow from the video how I made the shapes, but I also applied a lot of textures and decorations to the edges, etc. and then rendered the 3D shapes in 3DS Max. I have some more results and will be making some more videos soon.

    • @khoavo5758
      @khoavo5758 8 หลายเดือนก่อน

      @@PaulMerrellResearch Oh, no I don't really understand your research :). I actually meant the visualization of concepts, f.ex at 9:24, 10:27, etc. Seems like every single sentence is animated, and the animation syncs up really well with what you're saying. Must be an insane amount of work to do that in something like PowerPoint.

    • @PaulMerrellResearch
      @PaulMerrellResearch 8 หลายเดือนก่อน

      Oh, yes that also took a good amount of work. You couldn't do something like this in PowerPoint. I recorded all the audio and then animated it so it matched the audio. For someone who does a lot of 3D animation it's not difficult, but definitely more advanced than PowerPoint.

  • @mimisaiko
    @mimisaiko 8 หลายเดือนก่อน

    I would say this is one of the best game trailer I've seen.

  • @Aleamanic
    @Aleamanic 8 หลายเดือนก่อน

    One even could say, that C. Alexander pioneered the concept of "generative grammar" in relation to architectural/geographic auto-modeling, which the methods you describe elaborate further...

  • @Aleamanic
    @Aleamanic 8 หลายเดือนก่อน

    It makes sense to call it "grammar". It is common to speak of design "language", or per Christoph Alexander "Pattern Language" related to Architecture. Makes perfect sense to me to invoke "grammar" to refer to the underlying combinatorial logic.

    • @ItsJustAstronomical
      @ItsJustAstronomical 8 หลายเดือนก่อน

      That's an interesting thought to tie it to Alexander's Pattern Language, but the term "grammar" originated from Chomsky's hierarchy of formal grammars. Chomsky was a linguist and was thinking about this in the context of noun phrases and verb phrases. Most computer scientists are familiar with regular, context-free, and context sensitive grammars. Graph grammars were invented in the late 60s, so I believe this was independent of Alexander's pioneering work.

  • @bause6182
    @bause6182 9 หลายเดือนก่อน

    Hello Paull Merrell, I really like your algorithm and its research paper. Do you think it would be possible to use a neural network to carry out the task of constructing the output model, an AI capable of determining the adjacency constraints and randomly drawing one of the possible labels. And also could this AI model be more efficient in terms of execution time and memory costs?

    • @PaulMerrellResearch
      @PaulMerrellResearch 9 หลายเดือนก่อน

      Yes, I think you could use a neural network. I'm not sure that would be more efficient in terms of execution time and memory cost. The algorithm is already pretty efficient. The current algorithm is focused on small local adjacency constraints. A neural network could be very helpful for capturing more large-scale constraints.

  • @sistemafuturo
    @sistemafuturo 9 หลายเดือนก่อน

    Beautiful : }

  • @georhodiumgeo9827
    @georhodiumgeo9827 10 หลายเดือนก่อน

    Am I correct in my intuition that using parallel lines from a non-periodic tiling would be completely impossible? By its very nature I think you would run into the same precision problems you mentioned in the arbitrary points version but to be honest I'm not sure. I guess the reason I was thinking about that is because if you limit the angles of the arbitrary shapes, in any configuration they would exist in exactly that configuration at some point in the non-periodic tiling. Well any specific set of vertexes would at least. But as it's an infinite grid you couldn't find that place without rounding something. So taking from that thought, if you had a tiling that repeats every 16 parallel lines in all directions then you could "round" the arbitrary shapes onto the psudo periodic grid and get exact values of that shape now that is is locked onto the grid. That's probably not the best explanation and I don't know what I talking about but it's very interesting. At any rate thank you for that well made video and the work you have done. Every time I see wave function collapse in the wild it makes me happy. Good luck.

    • @PaulMerrellResearch
      @PaulMerrellResearch 10 หลายเดือนก่อน

      I'm not sure I'm following you. For non-periodic tilings like the einstein tiling or Penrose tiling, the shapes actually fit neatly onto a regular grid. For the einstein tile, there are only three distinct edge directions, so you would only need six sets of parallel lines, and they fit on a hexagonal grid. I don't see how numeric precision problems would play into this as those are for doing exact Boolean operations, but the tiling is exact.

  • @curiousantics2097
    @curiousantics2097 11 หลายเดือนก่อน

    Do you have a discord channel?

    • @ItsJustAstronomical
      @ItsJustAstronomical 11 หลายเดือนก่อน

      No, should I get on discord?

    • @curiousantics2097
      @curiousantics2097 11 หลายเดือนก่อน

      ​@@ItsJustAstronomical Absolutely! It's where most developers I know are and it's a good place for your community to interact. Think skype meets forums.

  • @starplatinum3305
    @starplatinum3305 11 หลายเดือนก่อน

    Why bro sound like 3blue1brown lmao 😮

  • @senhorengenheiro
    @senhorengenheiro 11 หลายเดือนก่อน

    hum... i have to code a bit and test, but i think this has some application to my problem...

    • @PaulMerrellResearch
      @PaulMerrellResearch 11 หลายเดือนก่อน

      Happy to hear that! Now I'm curious what you're working on.

    • @senhorengenheiro
      @senhorengenheiro 11 หลายเดือนก่อน

      @@PaulMerrellResearch Its earth science modelling. The simple case seems pretty similar to multipoint simulations in geostatistics, but the continuous case is very interesting. Now getting time to experiment is the difficult part. Since I've left academia time is scarce for new stuff.

  • @thegoldenatlas753
    @thegoldenatlas753 11 หลายเดือนก่อน

    Question, i see alot of this being applied to map creation but could you apply it to things like enemy creation, character creation, etc How granular of an application space does it have? How much would it have to be changed to work in applications outside of map/level creation?

    • @PaulMerrellResearch
      @PaulMerrellResearch 11 หลายเดือนก่อน

      The idea is built around the concept of geometric similarity. Basically, this can work on any shapes that are self-similar: building, trees, flowers, terrain, space stations, factories, etc. All the things that procedural modeling works on right now. It doesn't matter how big or small the objects are. But I don't know that it would be good for characters as they aren't really self-similar.

    • @thegoldenatlas753
      @thegoldenatlas753 11 หลายเดือนก่อน

      @@PaulMerrellResearch So its good for things i can break down to more arbitrary shapes?

    • @PaulMerrellResearch
      @PaulMerrellResearch 11 หลายเดือนก่อน

      ​@@thegoldenatlas753I'm not sure what you mean by break down to more arbitrary shapes. It's good for objects that a self-similar meaning they contain repeated patterns. A fractal pattern is the ultimate example of this. A tree is also a good example. It repeats the same leaf patterns and the same branch pattern over and over.

    • @thegoldenatlas753
      @thegoldenatlas753 11 หลายเดือนก่อน

      @@PaulMerrellResearch ahhhh ok that makes sense. Im definitely still curious what i could make with this so im gonna explore implementing it into Rust/Bevy to see what it can do in 3D. This honestly reminds me of how AI is but feels like the formalized math that an AI would be trying to approximate, which is genuinely amazing. Im very glad i found this even.

  • @SergeyLergDev
    @SergeyLergDev 11 หลายเดือนก่อน

    Nice to finally meet you! Great research, thank you.

  • @neuralmax5085
    @neuralmax5085 ปีที่แล้ว

    You work is very inspiring! One additional think you could work out in the future is space proportions. Either inside or outside of your generated objects become too thin. For example too narrow spaces between skyscrapers, but there could be example almost in every object you presented. If you could obtain the constrains of minimal space and then generate with them, final results would much more believable. Thank you for your work and this presentation, I hope to use this knowledge in the near future.

    • @PaulMerrellResearch
      @PaulMerrellResearch ปีที่แล้ว

      Thanks, yes, I completely agree. The spacing and proportions are really important and certainly this is something that can be improved.

  • @Qlimparadise
    @Qlimparadise ปีที่แล้ว

    your work is amazing , your results are impressive

  • @Qlimparadise
    @Qlimparadise ปีที่แล้ว

    your work is amazing

  • @michaelsipos7448
    @michaelsipos7448 ปีที่แล้ว

    Your method is very ingenious and it definitely seems like it worked out most of the positive/generative part. All that really remains is figuring out how to model the constraints/rules that steer/converge the generative part into something desirable. Keep up the good work! You're definitely on the right track to something incredibly useful! In Control Theory there are the dual concepts of Positive and Negative Feedback, all you need is the negative/regulating part.

  • @conradsoon7522
    @conradsoon7522 ปีที่แล้ว

    very cool!

  • @tenthlegionstudios1343
    @tenthlegionstudios1343 ปีที่แล้ว

    This is awesome! I am curious how this compares to the 3d performance of the model synthesis algorithm (I think this was NP hard and required back tracking), and if you could compare the two algorithms and the models they can create. A lot of this still goes over my head - but I still find this fascinating for game dev. Thanks for the content!

    • @PaulMerrellResearch
      @PaulMerrellResearch ปีที่แล้ว

      @tenthlegionstudios1343 The main difference is that model synthesis uses tiles on a grid while my new method is not tied to a grid. Model synthesis kind of looks like a video game where everything is tiled. But the real world is mostly not on a grid and my new method can create more natural objects. However if you are dealing with tiled objects, model synthesis has some advantages. Also, my new method works by making small incremental changes. Each time we apply a rule we make another incremental change and produce another valid shape. But model synthesis works by trying to fill a large space without running into any contradictions. The problem is NP-hard and when you make a mistake you may have to backtrack quite a bit. In my new method you can also run into contradictions, but just within one incremental step. You may have edges that intersect. And actually it has been shown that deciding if a graph can be drawn without self-intersection is an NP-hard problem. But this is much less of a problem because we are making small incremental changes. If we have any difficulty applying a rule we can discard it and try another one. So we don't need to backtrack very far.

  • @HybridLizard_com
    @HybridLizard_com ปีที่แล้ว

    Impressive work!

  • @trikortreat123
    @trikortreat123 ปีที่แล้ว

    is there any example of the style template out there?

    • @PaulMerrellResearch
      @PaulMerrellResearch ปีที่แล้ว

      I don't know that I have the files for that anymore. I worked on this in 2010. I built the templates in 3DS Max and wrote a script to convert the floor plans into 3D models.

  • @atomictraveller
    @atomictraveller ปีที่แล้ว

    fastantic, similar to matthias mueller's videos on XPBD, "mysteriously underviewed". championed proceduralism in music dsp for a wile. first ? lyrical music generation 1994 (a day per piece to assemble to tape). i love how WFC can be communicated as "assign every possibility to every instance and reduce until soluted" takes 40 minute videos to "divulge" along with a bunch of crypto hogwash. it's why no one in dsp likes me, i'd basically punch everybody. the whole lodge. generation, make it up.

  • @anmolbiswas33
    @anmolbiswas33 ปีที่แล้ว

    i am gonna try implementing it in bifrost.

  • @anmolbiswas33
    @anmolbiswas33 ปีที่แล้ว

    seems like a very interesting concept, unfortunately its not supported on latest android devices.

  • @marshallross3373
    @marshallross3373 ปีที่แล้ว

    This is great stuff. It reminds me loosely of a class I took at UC Berkeley's School of Environmental Design back in the late 1980's taught by Horst Rittel. It was more of a seminar on Design Theory, actually, but not what I was expecting when I signed up. I expected the material to cover famous Architects and their philosophies/theories of designing buildings and so forth. After all, you generally look to the range of historical precedents for inspiration. But, Rittel had a completely unconventional approach (at the time). He described a method for solving design problems through using a "morphological box" that would essentially list all of the various possible design elements in an array of rows stacked vertically. So, one row would list possible floor plans, another would list window styles, another would list roof profiles, etc. Then, the designer would essentially run through and evaluate all possible combinations, discarding the ones that were non-sensical, and grading the ones that could work. Presumably, since all possibilities would be considered, the best options would percolate to the top. At the time, as a student of design, I had a real problem with this approach, not only because it seemed incredibly tedious for all but the simplest of design problems, but also because it ignored artistic inspiration and individual creativity. But, in retrospect, I think Rittel was simply decades ahead of his time. With the power of modern computers, and clever algorithms such as yours, I suspect approaching design in such a way is more practical than ever, even for complicated scenarios. I think the type of automation you are investigating is going to be a game changer in a variety of design fields very soon. Providing mechanisms for a designer to influence the automation, directing it in some manner, seems to be a key element that could make this kind of thing very useful. I'll be honest, I thought Rittel was kind of out of his mind. His approach would be so burdensome to implement on paper for a real-world situation, that I felt a little hostile toward it; I mean, it was almost absurd. Nobody in Architecture would actually work that way. But, now, with the computer at hand to do the heavy lifting sorting through the variations, it makes a lot more sense.

    • @PaulMerrellResearch
      @PaulMerrellResearch ปีที่แล้ว

      It's interesting to look back at the history of this and see that a lot of important theoretical work was done before it was practical to actually use it. I have another paper that focus specifically on residential architecture and on optimizing those designs: paulmerrell.org/wp-content/uploads/2021/06/floorplan-final.pdf. Certainly, you can see in my work that I agree with the basic philosophy of trying out a huge number of possible combinations. However, I will quibble with the idea of trying "all possible combinations". Even today, this is still impractical for all for most problems. There is a combinatorial explosion in the number of possible combinations for many small problems.

    • @marshallross3373
      @marshallross3373 ปีที่แล้ว

      @@PaulMerrellResearch Awesome. This paper looks really interesting, and certainly useful for the applicability of it for real estate developers and architects, and game developers/film makers, too. You are right about the combinatorial explosion, and of course, one of the reasons one might hire a particular architect is that they have their experience, insights, and taste that cuts through and avoids all the options that aren't "right", and ideally they produce masterpieces with their signature vibe. I remember reading where Frank Lloyd Wright hurriedly sketched out Falling Water in a couple of hours because the client was suddenly in town and wanted to drop by and see the progress; Wright hadn't even started working on it since he was commissioned months earlier. LOL. But, such is the skill of a master who can generate a design in the mind's eye quickly.BTW, how much of your system relates to fractals, if at all? Fractals were a hot topic 25-30 years ago, and maybe they have a renewed practicality here.

    • @PaulMerrellResearch
      @PaulMerrellResearch ปีที่แล้ว

      @marshallross3373 This is closely related to fractals. One of the main features of fractal is that they are self-similar. Grammars are good at producing self-similar shapes. Here's an example where I use my technique to create something similar to a Koch Snowflake: imgur.com/a/opF0iof. And I could probably get it to work on several other fractal patterns.

    • @marshallross3373
      @marshallross3373 ปีที่แล้ว

      @@PaulMerrellResearch Very cool. It is amazing what can be generated from a small set of primitives and grammars. Thanks for sharing your research and explorations. I'll definitely dig deeper on this subject. Really fascinating stuff.

  • @chopsueysensei
    @chopsueysensei ปีที่แล้ว

    really inspring stuff!

  • @danieljleslie
    @danieljleslie ปีที่แล้ว

    Just remember to use your powers for good instead of evil.

  • @SneaK1ng
    @SneaK1ng ปีที่แล้ว

    很棒的算法!

  • @bulalaish
    @bulalaish ปีที่แล้ว

    here: future matrix architect