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Poisson Disk Sampling

140 pointsby vismit2000yesterday at 1:47 PM19 commentsview on HN

Comments

akkartikyesterday at 4:43 PM

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

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

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mi_lktoday at 1:23 AM

Off-topic but I quite like another post about relationships on this site: https://stripeacross.com/posts/no-bf-22/

kleiba2yesterday at 2:48 PM

Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013, using blue noise.

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Terr_yesterday at 5:49 PM

> 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.

PiXeL161616yesterday at 8:00 PM

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.

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hingler36yesterday at 2:48 PM

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

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addagyesterday at 3:10 PM

I'm wondering if it can be used as a low-discrepancy sequence

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WithinReasonyesterday at 3:46 PM

I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?

yanjunnftoday at 12:23 AM

Magical algorithm

jonstewartyesterday at 5:28 PM

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

agentworksyesterday at 6:26 PM

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