

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
commandline tool that can spit out a set of POVRay 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 gridbased 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
direction.
For now, here's that 500seed example, with some of the cell meshes excluded for
seed points outside an inclined plane.
Bill
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