Ls_Poly (Compatible with IFFS 2017.0.0 and up)

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Create Voronoi diagrams and Deluanay triangulations from seed points in the image. This uses a lot of GPU memory - 3072x2048 uses 6Gb, and 4K may even hang the GPU, so keep an eye on the VRAM Used column in Flame's Resource Manager!

Demo: https://www.youtube.com/watch?v=lCFGFt7k3Jg


Version notes


Older versions that shader

11th of July 2017

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  • poly todo
  • poly todo

4th of July 2017

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  • uploaded demo vid to correct youtube channel jeeezzzzzzzz

4th of July 2017

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  • Tooltip about norms

4th of July 2017

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  • creditz

4th of July 2017

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  • jump flood voronoi working for 1024x1024, seeds suck
  • atom build file for poly
  • todo notes
  • jump flooding now using explicit pixel distances, good up to 4k
  • random cols, todo update
  • Slightly better seed generation
  • aspect ratio is not in a great place
  • todo idea
  • aspect-correct length calcs
  • junction-finding working
  • this does not seem to be outputting unique addresses
  • use 32-bit float when we start working with addresses
  • think the unique-neighbours detection is working now, ready for flooding
  • needta switch branches herrrre
  • wip output seed cords in each cell
  • showing seed points over voronoi distance map... ready4moreagain
  • second flooding stage of triangle coords there but broken
  • First working delaunay triangulation output from Poly
  • Fixed flipped secondary triangles from 4-neighbour junctions
  • improving line rendering
  • fixed a float precision problem which caused seeds at very left of image to overflow onto right edge
  • delaunay triangles mostly know their centres now... those around 4-junctions in the voronoi map still a problem
  • Added small triangle trimming
  • Added extra flood step to work at 8k, but seeing ghost seeds at image edges past 3.5k ish
  • sorted out seed addresses wrapping over edges of image to next row
  • UI XML & uniforms
  • getting going on all these cell styles///
  • most voronoi cell styles working
  • voronoi texture stamping working
  • rest of drawing styles & comp logic
  • threshold input, icon, TODO
  • comments, matte output, build script for first flood passes
  • variable norm in distance calcs, comments
  • youtube link

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