Blog post (image heavy): inspired by I decided to try voronoi maps on spheres, a topic I hadn't really explored before. https://t.co/GvjDJzHPI2

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For I got delaunay+voronoi working on a sphere, then applied 3d simplex noise to assign biomes. Scales up to 1M+ voronoi regions. I'm next going to experiment with alternatives to noise. Noise is easy but usually not what I want. Interactive demo: https://t.co/HcYISbPDo9

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Work in progress. Voronois and train data.

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👀

The "Ore" series is now on sale at https://t.co/WB0SqmB68M

"Ore" is an algorithm that builds Voronoi diagrams out of randomly placed points inside non-intersecting triangles, then constrains cells to a number of circles.

For more info: https://t.co/fb435sEuNz

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Generating points in triangles, the constraining voronoi cells to a circle centered at the origin gives neat results (also a change of palette)

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Voronoi diagrams are here! Fortunately a nice person open-sourced this so I didn't have to write Fortune's algorithm myself: https://t.co/paLUuMwL2o

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I'm filling up the paper structure with my favorite sweet voronoi, it's surprisingly super slow. Also, I've changed my pic to more relevant :D.

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Voronoi Butterfly Array... ;)

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Made w/ Cinema 4D Voronoi Fracture and render w/ Octane. for more: https://t.co/XuGhTgp0w4

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Procedurally Generated Medieval Cities https://t.co/togGPiwB9k Love the results & style! Starts with voronoi mesh then more artisanal steps.

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前に作ったMayaのVoronoiプラグインを書き直して、速さと安定性を向上してみた。

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Playing around with voronoi in Hopefully will lead to some cool stuff...

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Voronoi fracture'd screenshots of " Hell is a Mountain Flower"; it's algorithms all the way down.

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Interactive globe as a Voronoi - each region being closer to one airport than any other. http://t.co/VNgLDtL6hG

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My "Voronoi Noise + Fractional Brownian Motion" Shader
http://t.co/OijlAnnelf

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