|
|
> I came up with some sort of tile-based object load
> balancing, which basically places a grid over the mask, assigns
> object counts to each tile based on relative probabilities, and
> then places objects for each tile separately.
Sounds good - I didn't think of that.
> The best results could be obtained with
> an interpolated zoomed down copy of the input mask,
Which funnily enough, in realtime 3D graphics, you usually have access to,
as they are used by the GPU when drawing your bitmap at small scales. I'll
give it a shot - thanks.
Post a reply to this message
|
|