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On 11/11/24 15:30, Bald Eagle wrote:
> Relevant search results and further reading:
>
> Stephane Laurent (stla)
> https://github.com/stla/Apollonius
>
> Inigo Quilez
> https://www.shadertoy.com/view/4sd3D7
>
> Voronoi Diagram Research Center
> http://voronoi.hanyang.ac.kr/c3_voronoiDiagrams.htm
>
> Need to further look into:
> Johnson-Mehl tessellation
>
Thanks for the references. 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.
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.
As for other extensions, some might be worth a try.
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 :-).
Bill P.
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