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Poisson Disk Sampling (stripeacross.com)
akkartik 5 hours ago [-]
Still one of the most satisfying debug UIs I ever came up with.

https://akkartik.name/post/2023-11-04-devlog

saidnooneever 2 hours ago [-]
seing this kind of visualisations helped me a lot in gfx. always much respect for ppl who understand it well enough to make these things. after a long time tinkering i am still not there for sure :D.

thanks, these are great!

cowthulhu 3 hours ago [-]
The third one especially is both (really) cool looking and legible!
jacobolus 7 hours ago [-]
jacobolus 7 hours ago [-]
PiXeL161616 1 hours ago [-]
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.
setr 1 hours ago [-]
TFA links to PixelPie as a GPU implementation https://www.cs.umd.edu/gvil/projects/pixelpie.shtml
Terr_ 4 hours ago [-]
> 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 [-]
Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013, using blue noise.
setr 5 hours ago [-]
Also Casey, but his much cooler/deterministic solution to grass placement, to avoid lines

https://caseymuratori.com/blog_0011

hingler36 7 hours ago [-]
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
saidnooneever 2 hours ago [-]
funny you mention. blue noise was also the first one that popped in my mind. spent a lot of time looking for blue noise without knowing it at some point ::) while working on a system that was also using poisson disk sampling.
addag 6 hours ago [-]
I'm wondering if it can be used as a low-discrepancy sequence
jacobolus 4 hours ago [-]
For a low-discrepancy sequence you are usually trying to generate one point at a time, up to some arbitrary number. Here the goal is to generate (roughly) a specific number of points that fill a whole region.

So you probably could figure out a way to use this method to make a low-discrepancy sequence but it's probably not going to be particularly suitable compared to alternatives.

WithinReason 6 hours ago [-]
I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?
jonstewart 4 hours ago [-]
Oh, that’s rather a different sort of disk sampling than I imagined.
agentworks 3 hours ago [-]
[flagged]
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