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On 3/24/2011 11:24 AM, Christian Froeschlin wrote:
> Looks sweet, how is it lit?
The scene is only lit with a sky_sphere; that's why it rendered so quickly.
>> For each blob all other points are tested
>
> if you really mean "all other points", you could probably
> optimize this for a large number of bubbles by sorting vertically
> in n log(n) time ... so unfortunately no bubble sort :D (*groan*).
>
> Then you only need to test points up to a maximum y distance. Of
> course such information might already be available depending how
> you generate your points in the first place.
This might just work, because the points /are/ created in vertical
succession.
Even better yet would be Voronoi evaluation for all points, then I'd
know the nearest neighbors. Unfortunately, Voronoi calculations for
point sets are still beyond my capabilities :(
The biggest problem I'm having now is choosing when to subtract a
bubble, and when not to. If a bubble resides inside another one, it
currently subtracts that bubble. I need to maybe *add* that inside
bubble, not subtract it.
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