Join the discussion
Write your take first — we'll ask for email only when you're ready to publish.
- Hacker News
- I immidiately thought of ggplot's geom_jitter.by torcete
- I found this very satisfying to look at. Especially the one with the "tree" rendering!by andai
- I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?by WithinReason
- I'm wondering if it can be used as a low-discrepancy sequenceby addag
- 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.
by jacobolus - Oh, that’s rather a different sort of disk sampling than I imagined.by jonstewart
- 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 noiseby hingler36
- 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.
by Terr_ - Off-topic but I quite like another post about relationships on this site: https://stripeacross.com/posts/no-bf-22/by mi_lk
- 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.by PiXeL161616
- TFA links to PixelPie as a GPU implementation https://www.cs.umd.edu/gvil/projects/pixelpie.shtmlby setr
- Folks may find https://observablehq.com/@fil/poisson-distribution-generator... usefulby jacobolus
- by jacobolus
- Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013, using blue noise.by kleiba2
- Also Casey, but his much cooler/deterministic solution to grass placement, to avoid linesby setr
- Still one of the most satisfying debug UIs I ever came up with.by akkartik
- The third one especially is both (really) cool looking and legible!by cowthulhu
- 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!