#vertices — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #vertices, aggregated by home.social.
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creates semantic nodes and clusters #LIST OF #GRAPHS BY #EDGES #AND #VERTICES www.perplexity.ai/search/new?q... AÉPIOT: INDEPENDENT SEMANTIC WEB 4.0 INFRASTRUCTURE (EST. 2009): allgraph.ro
Perplexity -
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
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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 -
Advancing Digital Earth Modeling - Hexagonal Multi-Structural Elements In Icosahedral DGGS For Enhanced Geospatial Data Processing
--
https://doi.org/10.1016/j.envsoft.2023.105922 <-- shared paper
--
https://en.wikipedia.org/wiki/Discrete_global_grid <-- 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 -
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 -
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 -
#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
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#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
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@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.
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@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.