4 ms·
A beautiful article from Mike Bostock that illustrates this (and other) principles: https://bost.ocks.org/mike/algorithms/ https://bost.ocks.org/mike/algorithms
by gregschlom 10y ago
A beautiful article from Mike Bostock that illustrates this (and other) principles: https://bost.ocks.org/mike/algorithms/ https://bost.ocks.org/mike/algorithms/
And my attempt at using Poisson-disc sampling to generate stippling patterns in real time in a GPU shader: http://gregschlom.com/devlog/2015/01/31/stippling-effect-screenshots.html http://gregschlom.com/devlog/2015/01/31/stippling-effect-scr...
I wish my blog post had more details on the technique, but basically I am pre-computing Poisson-disc distributions at several (255) density levels in such a way that the samples are adaptive (ie: all samples from levels 1-n are also samples at the level n+1.
I'm then storing that information in a texture, and reading from it in a shader to know whether or not to draw a stipple.
The tricky part is to figure out how to do that on arbitrary 3D surfaces.
- euyyn 10y agoIt's a pity the algorithm visualization article doesn't allow comments!
- kordless 10y agoMike's stuff is awesome. I just watched the animation of one of the optimum solutions and I realized that all the placements are interdependent on each other. It's a holistic approach, instead of an algorithmic approach.