| ▲ | Poisson Disk Sampling(stripeacross.com) | ||||||||||||||||
| 111 points by vismit2000 8 hours ago | 17 comments | |||||||||||||||||
| ▲ | akkartik 5 hours ago | parent | next [-] | ||||||||||||||||
Still one of the most satisfying debug UIs I ever came up with. | |||||||||||||||||
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| ▲ | jacobolus 8 hours ago | parent | prev | next [-] | ||||||||||||||||
Folks may find https://observablehq.com/@fil/poisson-distribution-generator... useful | |||||||||||||||||
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| ▲ | PiXeL161616 2 hours ago | parent | prev | next [-] | ||||||||||||||||
Never found a way to do this per-pixel in a shader, Bridson's needs the active list. Ended up hashing cells and jittering inside them instead. | |||||||||||||||||
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| ▲ | Terr_ 4 hours ago | parent | prev | next [-] | ||||||||||||||||
> Consider when the algorithm places a point p and then samples its annulus to get a new point q. I was confused for a while thinking p and q were swapped here, relative to the visualization below. [0] However I now think what I missed is that that the visualization is showing two points that are already firmly-established, and the question is where a potential third (unseen, unnamed) point could be placed. So metaphorically speaking, it's about picking a new direction of travel that isn't guaranteed to be into your own recent footsteps. [0] You might say I have problems minding my p's and q's. | |||||||||||||||||
| ▲ | kleiba2 7 hours ago | parent | prev | next [-] | ||||||||||||||||
Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013, using blue noise. | |||||||||||||||||
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| ▲ | hingler36 7 hours ago | parent | prev | next [-] | ||||||||||||||||
I love these kinds of problems, because they try to produce what humans perceive as random instead of something truly random. Another great example of this is blue noise | |||||||||||||||||
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| ▲ | addag 7 hours ago | parent | prev | next [-] | ||||||||||||||||
I'm wondering if it can be used as a low-discrepancy sequence | |||||||||||||||||
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| ▲ | WithinReason 6 hours ago | parent | prev | next [-] | ||||||||||||||||
I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead? | |||||||||||||||||
| ▲ | jonstewart 5 hours ago | parent | prev [-] | ||||||||||||||||
Oh, that’s rather a different sort of disk sampling than I imagined. | |||||||||||||||||