|
|
William F Pokorny <ano### [at] anonymousorg> wrote:
> IIRC shadertoy has a distance method to draw
> the outline of cells, but I don't recalled the particulars at the
> moment. I have ideas for how to do it in C++, but I also wonder if in
> yuqk it cannot already 'mostly' be done. Stuff like this why I added the
> ip_raw_return as a yuqk crackle option. Maybe I'll take a 'crack' at it
> in a bit.
Perhaps you are thinking of this article:
https://iquilezles.org/articles/voronoilines/
> I see a path to something like a the Delaunay dual for which performance
> might be acceptable, but due the current limits to the three closest
> measures it would be limited / degenerate in a strict sense.
I'm not sure where we are with libraries, but I'm pretty sure CGAL has all of
this stuff, plus a bewildering pile more.
> With a lot of this voronoi like stuff, 2d is a lot easier than three.
> General, solid 3D solutions likely requires stand alone dedicated code.
> We are working under the constraint that we want a reasonably performant
> pattern in the end - as you know :-).
Maybe?
I don't really know that that's true, if we exclude the fancy stuff.
A dirt-simple min (distance-of-pixel-from-all-seeds) ought to work just as well
in 3D as it does in 2.
I'll bet that visualizing that with a black-to-clear gradient or media would be
a quick and easy test.
- BW
Post a reply to this message
|
|