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Re:Practical Real-Time Hex Tiling by jstanley on Monday July 18, 2022 @12:40PM (#32140287)
Wow, this looks incredibly good considering that the solution for hiding the seams is just to blend things together with a noisy gradient. (EDIT: Or I've misunderstood how it works!)

I assume it works a lot less well on more isotropic textures (e.g. what does wood grain look like?) than on the examples presented here.

What do pathological cases look like?

Re:Practical Real-Time Hex Tiling by Pxtl on Monday July 18, 2022 @04:57PM (#32143575)
I'm also curious how this would work with a regular grid instead of hex-tiled. That is, if you blended the seams and randomly rotated each square as they do with hex-tiling, would it still look good?

And are they splatting a random hexagonal sample from a repeating tiled plane, or are they splatting the exact same image, but arbitrarily rotated? That is, are they using the fact that the image tiles cleanly or does this technique completely obviate the need to use a tiled image?

Re:Practical Real-Time Hex Tiling by lattalayta on Monday July 18, 2022 @01:31PM (#32140871)
Here are some of the original papers for the technique. Although I believe there have been some updates and improvements since.

https://hal.inria.fr/hal-01824773/file/HPN2018.pdf https://www.jcgt.org/published/0008/04/02/paper.pdf