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Hi,
Now that I have a method for generating a list of nearest neighbors in a given
point set, certain effects can be achieved. In this case a sphere is fractured
and broken apart into little chunks. It wouldn't have been possible without
first calculating the Voronoi cell associated with each point.
Each object is an intersection of planes and one big sphere. Parse time was a
little over 1/2 second per frame for 535 finite objects. The entire animation
(200 frames) took 31 minutes 51 seconds to finish.
The initial point set was generated with POV, and the neighbor list was created
with a C++ program I wrote using the voro++ library.
Having control over the points and being able to find their neighbors should
open up a number of new possibilities...
~Sam
Post a reply to this message
Attachments:
Download 'disintegrating-sphere.mpeg.mpg' (1314 KB)
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"Samuel Benge" <stb### [at] hotmailcom> wrote:
> Hi,
>
> Now that I have a method for generating a list of nearest neighbors in a given
> point set, certain effects can be achieved. In this case a sphere is fractured
> and broken apart into little chunks. It wouldn't have been possible without
> first calculating the Voronoi cell associated with each point.
>
> Each object is an intersection of planes and one big sphere. Parse time was a
> little over 1/2 second per frame for 535 finite objects. The entire animation
> (200 frames) took 31 minutes 51 seconds to finish.
>
> The initial point set was generated with POV, and the neighbor list was created
> with a C++ program I wrote using the voro++ library.
>
> Having control over the points and being able to find their neighbors should
> open up a number of new possibilities...
>
> ~Sam
Very cool.
-tgq
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On 4/1/2011 3:41 PM, Trevor G Quayle wrote:
> Very cool.
Thanks~
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"Samuel Benge" <stb### [at] hotmailcom> wrote:
> Now that I have a method for generating a list of nearest neighbors in a given
> point set, certain effects can be achieved. In this case a sphere is fractured
> and broken apart into little chunks. It wouldn't have been possible without
> first calculating the Voronoi cell associated with each point.
Wow Sam, that's REALLY cool!
-------------------------------------------------
www.McGregorFineArt.com
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On 4/1/2011 6:40 PM, Robert McGregor wrote:
> "Samuel Benge"<stb### [at] hotmailcom> wrote:
>> Now that I have a method for generating a list of nearest neighbors in a given
>> point set, certain effects can be achieved. In this case a sphere is fractured
>> and broken apart into little chunks. It wouldn't have been possible without
>> first calculating the Voronoi cell associated with each point.
>
> Wow Sam, that's REALLY cool!
>
Thanks, Robert! It would look even better if the pieces were rotated
according to where they were breaking off from, and if there was some
sort of collision detection going on.
I'm current testing the technique with blobs, and it's turning out to be
a good way for making uneven stone walls and gravel beds. Blobs render
very quickly when used in this manner...
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Samuel Benge wrote:
> Now that I have a method for generating a list of nearest neighbors
> in a given point set, certain effects can be achieved.
One of which appears to be defying gravity ;) Very nice!
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On 4/3/2011 3:34 PM, Christian Froeschlin wrote:
> Samuel Benge wrote:
>
>> Now that I have a method for generating a list of nearest neighbors
>> in a given point set, certain effects can be achieved.
>
> One of which appears to be defying gravity ;) Very nice!
:) Thanks~
Post a reply to this message
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