Sword results. Starting from a base tiling with 161 pieceess, we can create polyomino puzzles with fewer pieces.
The composition and size of the base tile set can affest the final piece shapes. The size of the base tile represents the weights of the tiles (tiles with higher weights are more likely to be chosen in the tiling process). Tiles with equal weights are used in the two leftmost examples, while higher weights are assigned to the I-type tiles in the remaining three examples. In these three examples, we also fix the orientation of the I-type tiles.
Polyomino puzzles from 2D pixel art. From left to right: reference pixel arts, target region, and puzzle piece partitioning result. (a-b) Mario and Piranha plant: ©Nintendo Co., Ltd. (c) Megaman: ©CAPCOM Co., Ltd.
Polycube puzzles from voxel models.
@article{Kita:CGI2020, title = {Computational design of polyomino puzzles}, author = {Kita, Naoki and Miyata, Kazunori}, year = {2021}, journal = {The Visual Computer}, volume = {37}, number = {4}, issn = {1432-2315}, pages = {777--787}, url = {https://doi.org/10.1007/s00371-020-01968-5}, doi = {10.1007/s00371-020-01968-5}, }