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ingo wrote on 01/07/2021 20:00:
> in news:web.60ddaa903c46af395e0fed26cde94f1@news.povray.org jr wrote:
>
>> hi,
>>
>> ingo <ing### [at] tagpovrayorg> wrote:
>>> The result of an attempt to create Markov Chains.
>>
>> thanks, interesting. like PG I've not seen Markov Chains used to
>> generate graphics/patterns, only knew of an application which
>> generates "gibberish" text.
>>
> Oh, they are used for all kinds of things, page rankings, weather
> prediction (in a simple way). In generative music they are used for
> (beat)pattern generation and chord progression.
>
> Here's an other one. Although I didn't feel like hand filling the chances
> in a 256 point transition matrix so I condensed it a bit.
>
> I used a simple kind of domino like shape. Square with cutouts, 5 shapes,
> with rotations resulting in 16 shapes.
> Placed in a grid with random choise of shape but within rule set:
> - start bottom left, then progress row by row
> - left side of next shape is same as right side of left neighbour.
> - bottom side of a next shape is same as top side of neighbour below.
> - if the last piece is within the range of possible pieces, given the
> neighbours shapes increase its chance (in a naive way)
>
> The Markov chains can also be used for texture generation. Instead of the
> simple shapes I used you can use square of textures with very simmilar
> forms.
>
> An other application is adding vegetation to a landscape. Use some rules
> to select a range of vegetation types. Then use markov to select a tree
> from the bunch. A rule can be to have a look at the trees in the
> neighbourhood and then increase the chance on the same tree. The higher
> the order of the transition matrix the more "clumping" of the same type
> you get.
>
A starting point for a lot of new ideas... thank you,
Paolo
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