Dark Bit Factory & Gravity
GENERAL => General chat => Topic started by: Xetick on January 24, 2010
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I have been working on a voronoi diagram generator for the past few days. My interest for this little algorithm increased when I saw hellfires neat magnification entry (http://www.dbfinteractive.com/forum/index.php/topic,4255.0.html)
I wrote a little blog post (http://www.plane9.com/forum/entry.php?36-Voronoi-Diagrams) about my experience that might help others out that want to build their own .
If nothing else I recommend you to check out a flash version (http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/) I found.
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Interesting stuff and nice blog post.
Here are some more flash examples I know of:
http://www.dasprinzip.com/pExamples/p80_0.html (http://www.dasprinzip.com/pExamples/p80_0.html)
http://www.dasprinzip.com/pExamples/p80_1.html (http://www.dasprinzip.com/pExamples/p80_1.html)
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Thanks.
I haven't seen those links before. The shading in the last one is really nice.
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I remember a dude on the dark bit factor ezboard / yukky forums who did a few examples of Voronoi. not sure if they were animated. I shall see if they still exist there for you if you'd like.
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That would be great! It's always good to get new ideas for scenes.
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Dude, I know i have them someplace I will have a search right now.
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Hi Xetick,
I have been working on a voronoi diagram generator for the past few days. My interest for this little algorithm increased when I saw hellfires neat magnification entry (http://www.dbfinteractive.com/forum/index.php/topic,4255.0.html)
nice to hear :)
I wrote a little blog post (http://www.plane9.com/forum/entry.php?36-Voronoi-Diagrams) about my experience that might help others out that want to build their own.
Cool.
I used the delaunay triangulation (http://en.wikipedia.org/wiki/Delaunay_triangulation) which solves in O(n*log(n)).
However, when an initial triangulation is given and you're just moving points around (and not generating a completely new set of random points), most of the triangulation keeps constant.
Essentially you just need to recalculate the circumcircles for each triangle and checks the neighbouring vertices of each point.
This way you can easily animate some ten thousands of cells in realtime.