A list of puns related to "Centroidal Voronoi tessellation"
Working on some fun coding project, and I've been looking on the internet as best I can, and either the keywords I'm using are crap, or the info is really esoteric, so I'm asking here.
Is there a simple way of determining if two 'atoms' share an edge on a Voronoi tessellation. I haven't studied math or anything, so I don't understand half the stuff on the papers about this topic.
Thanks!
So I was playing around with Voronoi tessellation for fun and I think I accidentally invented WiFi :D
https://i.redd.it/ynljqzxq4ze71.gif
I've been looking to find how to create a voronoi pattern with faces on a mesh (not with texture nodes), and I saw this image from a houdini tutorial, where they called it voronoi tessellation. I was wondering if there was a good way to do this in blender.
I've tried Cell fracture, but I need to to affect a plane, and I cant have the gaps that cell fracture makes.
https://preview.redd.it/ql7c11ilvpy51.png?width=684&format=png&auto=webp&s=cc106c61d28e89d5857f04eef617610d0e264f0d
I'm currently working on a MD coding project that requires the construction of a Voronoi Tessellation at the beginning of a simulation based on a set of "anchor points" that the user provides. The anchors serve as the individual Voronoi cell generating points. I've run into a few problems trying to code this. One of them being that the Voronoi Tessellation is required to be 3 dimensional, so using Fortune's algorithm is unfortunately out of the question. The other one is that I have to perform this calculation in my underlying C++ source code, as the Voronoi tessellation has to be able to be changed throughout the simulation. I'm coding an OpenMM plugin, so I can't change any part of the simulation from the python level once the simulation has started (to my knowledge). I was looking into using boost, but I don't think boost's Voronoi Tessellation library supports 3D Voronoi Tessellation construction. Thanks a lot for the help and let me know if you need any more info!
Hey /r/gamedev
For a game I'm working on, I created this program that generates the voronoi tessellation of random points on the surface of a sphere. I use it to generate buildings and clouds on the surface of a spherical planet. I'm sure you can find some uses for it too.
I put a lot of work into making it fast. The first version was incredibly slow, but now it can generate a tessellation for 1,000,000 points in under 20 seconds on my desktop. I wrote an article about optimizing it on my blog.
I also struggled with numerical stability when the number of points is large. You can read about how I fixed that too.
Here are some videos showing what I used it for.
http://youtu.be/nFah9_xSyvo
http://youtu.be/Rr6x4L3oha0
Feel free to modify the code and use it for whatever you want. Let me know if you use it for something cool! If you have any requests to modify it or add features let me know!
I've been trying to generate Voronoi tessellations inside convex polygons. Basically I want to be able to have a fractal tesselation, where I have multiple scales. So I would like to re-tesselate individual polygons from the Voronoi with new random points at a finer scale. I'm using qhull
via scipy.spatial
at the moment.
My current approach is:
I'm just sitting here though and thinking, surely there's a smart, faster way to generate bounded Voronoi diagrams?. Perhaps there is and I'm just not searching for the right keywords on Google?
My blog post on the concept of Spatial Construction, which is the theory of deriving the spatial knowledge. I released PyDelaunay - an efficient Python implementation of Voronoi/Delaunay Tessellation, which can be served as the Basic Map of the neighbourhood concept.
http://bennycheung.github.io/model-of-spatial-construction
Iβm assuming the best answer to this question requires using VoronoiDelaunay.jl, but Iβm also open to other packages/approaches.
If I have a set of points in 2D (or 3D? Though not Iβm not sure this is possible with the package VoronoiDelaunay.jl
), what is the fastest way to get each of their nearest neighbors in a Voronoi-tesselation sense (e.g the neighbors within the βfirst Voronoi shellβ)? I am also not really confident on the mathematics behind this or how it relates to Delaunay triangulation.
The data structure doesnβt matter too much to me, but letβs just assume the data is stored in a 2D array of type Array{Float64,2} called my_points, whose size is (nDims, nPoints), and nDims
is 2 or 3, and nPoints is the number of points. Letβs say I want to have the output be an edge list of some kind, e.g. array of arrays called edge_list (Array{Array{Int64,1}}) where each element i of edge_list stores the indices of those points that are Voronoi neighbors of the focal point i
(whose coordinates are stored in my_points[:,i]).
Any ideas?
Hey /r/proceduralgeneration
For a game I'm working on, I created this program that generates the voronoi tessellation of random points on the surface of a sphere. I use it to generate buildings and clouds on the surface of a spherical planet. I'm sure you can find some uses for it too.
I put a lot of work into making it fast. The first version was incredibly slow, but now it can generate a tessellation for 1,000,000 points in under 20 seconds on my desktop. I wrote an article about optimizing it on my blog.
I also struggled with numerical stability when the number of points is large. You can read about how I fixed that too.
Here are some videos showing what I used it for.
http://youtu.be/nFah9_xSyvo
http://youtu.be/Rr6x4L3oha0
Feel free to modify the code and use it for whatever you want. Let me know if you use it for something cool! If you have any requests to modify it or add features let me know!
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