Ls_Poly (Compatible with IFFS 2017.0.0 and up)
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
- poly todo
- poly todo
Older versions that shader
4th of July 2017
Download- 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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