It looks like but it's no poisson distribution.
Here I developed a remesh algorithm at first in two dimensions:

Random points are moved more and more in the middle of their neighbours to avoid bulks of points (vertices) and create a base mesh that can be implemented in 3D to remesh sculpted objects.

Currently I also work on a 3D example which has not reached the state to post it.

Which remesher do you use if you work in 3D? And what could be a nice feature to implement in my algorithm?

#art #remesh #b3d #blender3d #zbrush #mastoart #fediart #noai #code #artwork #minimalism #creativecoding #random #arts #artistsonmastodon #3d #algorithm #p5js #plugin #triangle #vertices

Advancing Digital Earth Modeling - Hexagonal Multi-Structural Elements In Icosahedral DGGS For Enhanced Geospatial Data Processing
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https://doi.org/10.1016/j.envsoft.2023.105922 <-- shared paper
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https://en.wikipedia.org/wiki/Discrete_global_grid <-- DGD wiki page
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[the math is way over my head, hence the wiki page leak, but a good read nonetheless]
“HIGHLIGHTS:
• Hexagonal multi-structural elements enhance Earth's surface modeling precision.
• Integration of indexing and conversion rules improves geospatial data computation.
• DGGRID implementation shows increased precision in raster and vector data modeling.
• Addresses limitations in existing software for Earth observation data.
• Pioneering approach expands geospatial data processing applications…"
#GIS #spatial #mapping #DiscreteGlobalGrid #DGG #DGGS #indexing #conversion #rules #computation #Hexagonal #DGGRID #raster #vector #data #model #modeling #earthobservation #remotesensing #grid #vertices #edges #icosahedral #projections #coordinates #representation
Hi again, friends of #visual #shaders! This time, we'll finally get to a no less important function, which is responsible for modifying #vertices and subsequently deforming the entire texture that the #shader is applied to. As an example, I chose the implementation of a flag that ripples in the wind. #GodotEngine #Godot #Godot4 #GodotTips
https://www.youtube.com/watch?v=tbHwDX06AGw
Godot 4: Vertex manipulation with a visual shader (tutorial)

YouTube

Working on retopology along the snout. Hit the length of muzzle where the valve holes go.

One objective of retopologizing is to get a lower resolution model, for the sake of optimizing the model. Do i have to add more edge loops along the horizontal? (so I can connect the circle)?

#Blender #RetopoFlow #vertices #EdgeMapping #3DModeling

#GenerativeArt #CreativeCoding #XQuery #SVG

The basic chaos game uses random vertex selection, perhaps constrained (e.g."don't pick the same vertex twice in a row").

I experimented w. integer sequences of various sorts, e.g. the Fibonacci, which you take mod the #vertices. If you just use the first N numbers of this sequence repeated, and N < #points, interestingly, you only get N distinct points plotted!

1/φ, regular pentagon: inventory, Recaman

@christianp The number of trees you need for a graph is called its arboricity — see https://en.wikipedia.org/wiki/Arboricity

It always equals the maximum, over subgraphs, of #edges(subgraph)/(#vertices(subgraph)-1), and can be computed in polynomial time.

Arboricity - Wikipedia