Voronoi Tessellation Neighbor Algorithm

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!

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/A_Wild_Turtle
πŸ“…︎ Dec 29 2021
🚨︎ report
Crafting Organic Patterns With Voronoi Tessellations georgefrancis.dev/writing…
πŸ‘︎ 55
πŸ’¬︎
πŸ‘€︎ u/bogdanelcs
πŸ“…︎ Sep 03 2021
🚨︎ report
Grids 2D : Grids 2D is an easy to use, highly optimized and flexible grid generator and territory/cell highlighter/fader.**Features** - Configurable, fully interactive and flexible grid generation, including Voronoi tessellation, boxed, rectangular and hexagonal types. - Produces highly optimized assetstore.unity.com/pack…
πŸ‘︎ 7
πŸ’¬︎
πŸ“…︎ Sep 11 2021
🚨︎ report
Voronoi tessellation

So I was playing around with Voronoi tessellation for fun and I think I accidentally invented WiFi :D

https://i.redd.it/ynljqzxq4ze71.gif

πŸ‘︎ 5
πŸ’¬︎
πŸ‘€︎ u/mordigan228
πŸ“…︎ Aug 02 2021
🚨︎ report
Voronoi Tessellation on a plane

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

πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/Conor074
πŸ“…︎ Nov 12 2020
🚨︎ report
A website that lets you find your local football team using Voronoi tessellations guushoekman.com/local-foo…
πŸ‘︎ 16
πŸ’¬︎
πŸ‘€︎ u/qpolask
πŸ“…︎ May 01 2020
🚨︎ report
Using Voronoi tessellations to make caves - my last two weeks. wick.works/wicklog-6-voro…
πŸ‘︎ 58
πŸ’¬︎
πŸ‘€︎ u/wickworks
πŸ“…︎ May 24 2017
🚨︎ report
Chess set print, 3D Voronoi volume tessellation made in Rhino/grasshopper (Shapeways) imgur.com/qIiC5Mr
πŸ‘︎ 283
πŸ’¬︎
πŸ‘€︎ u/Bhoffman330
πŸ“…︎ Apr 06 2016
🚨︎ report
Voronoi Diagram (A Voronoi tessellation emerges by radial growth from seeds outward.) - https://commons.wikimedia.org/wiki/User:Jahobr
πŸ‘︎ 20
πŸ’¬︎
πŸ“…︎ Mar 20 2020
🚨︎ report
Algorithm for constructing 3D Voronoi Tessellations

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!

πŸ‘︎ 4
πŸ’¬︎
πŸ‘€︎ u/astokely
πŸ“…︎ Nov 27 2019
🚨︎ report
[A] Voronoi tessellation
πŸ‘︎ 219
πŸ’¬︎
πŸ‘€︎ u/aloofloofah
πŸ“…︎ Jan 05 2018
🚨︎ report
I made a Voronoi Tessellation Generator and I want to share it with all of you. (x-post from /r/proceduralgeneration)

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!

You can find the source code here.

And you can download it here!

πŸ‘︎ 118
πŸ’¬︎
πŸ‘€︎ u/Octahedro
πŸ“…︎ Dec 01 2014
🚨︎ report
I just got my Voronoi tessellations working with cellular automata to make caves! giphy.com/gifs/crescent-l…
πŸ‘︎ 28
πŸ’¬︎
πŸ‘€︎ u/wickworks
πŸ“…︎ May 16 2017
🚨︎ report
Voronoi tessellation inside geometric bounds

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:

  1. Generate random points using a variety of distributions.
  2. Use the point in polygon formula to exclude random points outside the polygon (https://wrf.ecse.rpi.edu//Research/Short_Notes/pnpoly.html)
  3. Create mirror points across the perpendicular vectors to the two lines attached to the nearest vertex in the bounding polygon. Add these points to the Voronoi diagram and recompute. This gives me straight lines on my bounding polygon.
  4. Clip the added points from the Voronoi object.
  5. Relax the Voronoi diagram with ~3 cycles of Lloyd's algorithm.

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?

πŸ‘︎ 9
πŸ’¬︎
πŸ‘€︎ u/robert_mcleod
πŸ“…︎ Aug 04 2018
🚨︎ report
Understanding Voronoi Tessellation (resource allocation, path finding, breakable geometry, ...) alanzucconi.com/?p=3090
πŸ‘︎ 77
πŸ’¬︎
πŸ‘€︎ u/AlanZucconi
πŸ“…︎ Feb 24 2016
🚨︎ report
Voronoi Map (Thiessen polygons) of Australia with State Capitals as Centroids [OC] [4000x3282]
πŸ‘︎ 42
πŸ’¬︎
πŸ‘€︎ u/I3_0tt0
πŸ“…︎ Jul 11 2021
🚨︎ report
[OC] Map of the World but Capitals are Voronoi Centroids
πŸ‘︎ 8k
πŸ’¬︎
πŸ‘€︎ u/njanakiev
πŸ“…︎ Aug 04 2020
🚨︎ report
Voronoi tessellation
πŸ‘︎ 66
πŸ’¬︎
πŸ‘€︎ u/aloofloofah
πŸ“…︎ Jan 05 2018
🚨︎ report
Voronoi tessellation youtube.com/watch?v=k2P9y…
πŸ‘︎ 5
πŸ’¬︎
πŸ‘€︎ u/LeeviLux
πŸ“…︎ Oct 07 2019
🚨︎ report
FXGL (game framework) 0.3.8 is out! New: Heroku leaderboard server, Voronoi tessellation. github.com/AlmasB/FXGL
πŸ‘︎ 7
πŸ’¬︎
πŸ‘€︎ u/AlmasB0
πŸ“…︎ Sep 14 2017
🚨︎ report
Voronoi sphere tessellation, spheric maze generation youtube.com/watch?v=_JYSK…
πŸ‘︎ 30
πŸ’¬︎
πŸ‘€︎ u/makemeunsee
πŸ“…︎ Jan 11 2015
🚨︎ report
FXGL game framework 0.3.8 (Heroku leaderboard server, Voronoi tessellation, particle interpolators) github.com/AlmasB/FXGL
πŸ‘︎ 11
πŸ’¬︎
πŸ‘€︎ u/AlmasB0
πŸ“…︎ Sep 14 2017
🚨︎ report
Creating Voronoi Tessellations from Images codegolf.stackexchange.co…
πŸ‘︎ 18
πŸ’¬︎
πŸ‘€︎ u/Boojum
πŸ“…︎ May 21 2015
🚨︎ report
Using Voronoi tessellations to make caves (x-post from r/proceduralgeneration) wick.works/wicklog-6-voro…
πŸ‘︎ 3
πŸ’¬︎
πŸ‘€︎ u/wickworks
πŸ“…︎ May 24 2017
🚨︎ report
Voronoi Tessellations datagenetics.com/blog/may…
πŸ‘︎ 2
πŸ’¬︎
πŸ‘€︎ u/qznc_bot
πŸ“…︎ May 29 2017
🚨︎ report
Voronoi tessellation in linear time asserttrue.blogspot.com/2…
πŸ‘︎ 15
πŸ’¬︎
πŸ‘€︎ u/techdawg
πŸ“…︎ Feb 03 2010
🚨︎ report
Voronoi/Delaunay Tessellation for Spatial Construction

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

πŸ‘︎ 3
πŸ’¬︎
πŸ‘€︎ u/btscheung
πŸ“…︎ Jul 08 2016
🚨︎ report
image voronoi tessellation [OC][howto in comments]
πŸ‘︎ 7
πŸ’¬︎
πŸ‘€︎ u/acttn
πŸ“…︎ Jul 28 2015
🚨︎ report
A Three-Tiered Reorganization of the Lower 48 States Based on a Voronoi Tesselation from 30 Capitals reddit.com/gallery/p1a43e
πŸ‘︎ 13
πŸ’¬︎
πŸ“…︎ Aug 09 2021
🚨︎ report
Voronoi Tessellation of the Last Month of Earthquakes in the Five Most Active States [OC] igotcharts.tumblr.com/pos…
πŸ‘︎ 5
πŸ’¬︎
πŸ‘€︎ u/bourbonandvinyl
πŸ“…︎ Oct 22 2014
🚨︎ report
Interlocking puzzle pieces from Voronoi tessellation mathematica.stackexchange…
πŸ‘︎ 21
πŸ’¬︎
πŸ‘€︎ u/mathshare
πŸ“…︎ Apr 13 2013
🚨︎ report
Voronoi Tessellation of National Cancer Institute Cancer Centers [2158 x 1449] [OC]
πŸ‘︎ 5
πŸ’¬︎
πŸ‘€︎ u/shivasprogeny
πŸ“…︎ May 10 2014
🚨︎ report
A deflation of Voronoi tiles (LHS) using the centroids of the original triangulation set (RHS)
πŸ‘︎ 98
πŸ’¬︎
πŸ‘€︎ u/jphsd
πŸ“…︎ Jun 03 2020
🚨︎ report
I've got Delaunay triangulation and the centroids of the triangles working. Now, how do I turn this into Voronoi regions?
πŸ‘︎ 17
πŸ’¬︎
πŸ‘€︎ u/hiulit
πŸ“…︎ Jun 04 2020
🚨︎ report
On the left, Voronoi cells using circumcenter. On the right, Voronoi cells using centroid. Which one do you like the most?
πŸ‘︎ 27
πŸ’¬︎
πŸ‘€︎ u/hiulit
πŸ“…︎ Jun 18 2020
🚨︎ report
[OC] Map of the World but Capitals are Voronoi Centroids
πŸ‘︎ 28
πŸ’¬︎
πŸ‘€︎ u/Hexidian
πŸ“…︎ Aug 04 2020
🚨︎ report
Extract neighbors from first shell of Voronoi tesselation

I’m assuming the best answer to this question requires using VoronoiDelaunay.jl, but I’m also open to other packages/approaches.

If I have a set of points in 2D (or 3D? Though not I’m 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 β€˜first Voronoi shell’)? I am also not really confident on the mathematics behind this or how it relates to Delaunay triangulation.

The data structure doesn’t matter too much to me, but let’s 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. Let’s 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?

πŸ‘︎ 8
πŸ’¬︎
πŸ‘€︎ u/mccl30d
πŸ“…︎ Jul 10 2020
🚨︎ report
[OC] Bombay Suburban Rail catchment areas according to Voronoi Tesselations
πŸ‘︎ 6
πŸ’¬︎
πŸ‘€︎ u/jedipro
πŸ“…︎ Apr 14 2020
🚨︎ report
I made a Voronoi Tessellation Generator and I want to share it with all of you.

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!

You can find the source code here.

And you can download it here!

πŸ‘︎ 27
πŸ’¬︎
πŸ‘€︎ u/Octahedro
πŸ“…︎ Dec 01 2014
🚨︎ report

Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.