But is your algorithm really qualitatively all that different from previous search methods (e.g. Efros and Leung), if you are still (uniform random?) sampling over the input distribution of patches?
I notice also your input textures tend to have sharp boundaries (as is common in pixel art). It would be interesting to see the results when the input has a lot of "noise", such as high def images of rocks or clouds ;)
While I still prefer search methods because they are easy to implement (and give better results), "deep" methods are definitely gaining some ground:
Deep Textures
http://bethgelab.org/deeptextures/
Combining Markov Random Fields and Convolutional Neural Networks for Image Synthesis