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  1. 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

  2. Advancing Digital Earth Modeling - Hexagonal Multi-Structural Elements In Icosahedral DGGS For Enhanced Geospatial Data Processing
    --
    doi.org/10.1016/j.envsoft.2023 <-- shared paper
    --
    en.wikipedia.org/wiki/Discrete <-- DGD wiki page
    --
    [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

  3. Advancing Digital Earth Modeling - Hexagonal Multi-Structural Elements In Icosahedral DGGS For Enhanced Geospatial Data Processing
    --
    doi.org/10.1016/j.envsoft.2023 <-- shared paper
    --
    en.wikipedia.org/wiki/Discrete <-- DGD wiki page
    --
    [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…"

  4. 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
    youtube.com/watch?v=tbHwDX06AG

  5. 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
    youtube.com/watch?v=tbHwDX06AG

  6. #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

  7. #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

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

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

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

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