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  • Hacker News
  • I immidiately thought of ggplot's geom_jitter.
  • I found this very satisfying to look at. Especially the one with the "tree" rendering!
  • I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?
  • I'm wondering if it can be used as a low-discrepancy sequence
  • 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.

  • Oh, that’s rather a different sort of disk sampling than I imagined.
  • 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
  • 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.
  • > 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.

  • Off-topic but I quite like another post about relationships on this site: https://stripeacross.com/posts/no-bf-22/
  • Never found a way to do this per-pixel in a shader, Bridson's needs the active list. Ended up hashing cells and jittering inside them instead.
  • TFA links to PixelPie as a GPU implementation https://www.cs.umd.edu/gvil/projects/pixelpie.shtml
    by setr
  • Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013, using blue noise.
  • Also Casey, but his much cooler/deterministic solution to grass placement, to avoid lines

    https://caseymuratori.com/blog_0011

    by setr
  • Still one of the most satisfying debug UIs I ever came up with.

    https://akkartik.name/post/2023-11-04-devlog

  • The third one especially is both (really) cool looking and legible!
  • 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!