texture-synthesis 0.8.2

Multiresolution Stochastic Texture Synthesis, a non-parametric example-based algorithm for image generation
Documentation
#[derive(Clone)]
pub struct ImagePyramid {
    pub pyramid: Vec<image::RgbaImage>,
}

impl ImagePyramid {
    pub fn new(in_img: image::RgbaImage, levels: Option<u32>) -> Self {
        let lvls = levels.unwrap_or_else(|| {
            //auto-calculate max number of downsampling
            let (dimx, dimy) = in_img.dimensions();
            (f64::from(dimx.max(dimy))).log2() as u32 // pow(2, x) ~ img => x ~ log2(img)
        });

        Self {
            pyramid: Self::build_gaussian(lvls, in_img),
        }
    }

    //build gaussian pyramid by downsampling the image by 2
    fn build_gaussian(in_lvls: u32, in_img: image::RgbaImage) -> Vec<image::RgbaImage> {
        let mut imgs = Vec::new();
        let (dimx, dimy) = in_img.dimensions();

        //going from lowest to largest resolution (to match the texture synthesis generation order)
        for i in (1..in_lvls).rev() {
            let p = u32::pow(2, i);
            imgs.push(image::imageops::resize(
                &image::imageops::resize(&in_img, dimx / p, dimy / p, image::imageops::Gaussian),
                dimx,
                dimy,
                image::imageops::Gaussian,
            ));
        }

        imgs.push(in_img);
        imgs
    }

    pub fn bottom(&self) -> &image::RgbaImage {
        &self.pyramid[self.pyramid.len() - 1]
    }
}