SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 78

Pronay Peddiraju Software Development « Procedural Image Generation using Markov-Chain Wave Function Collapse Procedural Content Generation (PCG) To improve on the existing models, my technique used in games to ensure chain WFC (MkWFC), used Markov-chains has always interested me as a design randomness and replay-ability by generating different maps or narratives in game. Although most PCG algorithms rely on noise-based techniques, I wanted to pursue Wave Function Collapse (WFC), which was an iterative constraint-based content agnostic algorithm. When performing my research on WFC, to identify tile adjacency constraints from input samples rather than using extensive metadata files for the same. This allowed me to reduce the design time from hours to milliseconds by performing some image processing steps. In doing so, my implementation scaled with increasing image sizes and constraints. I came across two existing models of With the guidance of professors at SMU Overlapping WFC model (OWFC) and the to the IEEE conference on games, and WFC used to generate content — the Tiling WFC model (TWFC). The OWFC model generated accurate results, but it had poor run-time performance and lacked the ability to handle details. On the other hand, the TWFC model provided real-time performance and accounted for detailed images but required hand- curated metadata as input, which needed substantial design time. 78 proposed implementation, called Markov- SOFTWARE DEVELOPMENT Guildhall, I was able to submit my research I hope to publish my work. My intent is to aid other like-minded developers to incorporate WFC in their games with ease and benefit from my algorithm.