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 17 hours ago [-]
The third one especially is both (really) cool looking and legible!
kleiba2 20 hours ago [-]
Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013, using blue noise.
setr 18 hours ago [-]
Also Casey, but his much cooler/deterministic solution to grass placement, to avoid lines
> 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.
hingler36 20 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 15 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 20 hours ago [-]
I'm wondering if it can be used as a low-discrepancy sequence
jacobolus 17 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.
a_e_k 13 hours ago [-]
That's the the difference between a low-discrepancy sequence and low-discrepancy set. The first can generate an infinite number of points, the later targets exactly a specific number. You can often get lower discrepancy if you know up front exactly how many points you'll want.
All that said, there's definitely been research into samplers that combine low-discrepancy with blue noise properties (often including retaining those properties even in lower-dimensional projections produced by dropping axis).
WithinReason 19 hours ago [-]
I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?
yanjunnf 11 hours ago [-]
Magical algorithm
jonstewart 18 hours ago [-]
Oh, that’s rather a different sort of disk sampling than I imagined.
https://akkartik.name/post/2023-11-04-devlog
thanks, these are great!
https://caseymuratori.com/blog_0011
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.
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.
All that said, there's definitely been research into samplers that combine low-discrepancy with blue noise properties (often including retaining those properties even in lower-dimensional projections produced by dropping axis).