My experiments with Voronoi cells continue.
It seems quite clear that custom seed sets must be kept to low numbers for my
current approach - 200 seeds takes a long time to parse, and the complexity is
N^2 so scales rapidly. For fun, and speed, and flexibility, I've spent the last
couple of weeks rewriting this in C++, with the aim of producing a simple
command-line tool that can spit out a set of POV-Ray meshes in an .inc file.
This is obviously much much faster, but I'm finding 500 cells still takes a few
minutes. I think the best way to proceed now is to use a grid-based seed set
(which I believe the crackle pattern also uses). Each grid position can be
perturbed within its box to make a random field, and this should enable the
algorithm to limit itself to a small subset of neighbours (say, 24, the 5x5 box
surrounding a point) when intersecting the planes and trimming the edges. Then
the seed set can be arbitrarily large. This will be my next development
For now, here's that 500-seed example, with some of the cell meshes excluded for
seed points outside an inclined plane.
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