9 comments

  • Terr_53 minutes ago
    &gt; Consider when the algorithm places a point <i>p</i> and then samples its annulus to get a new point <i>q</i>.<p>I was confused for a while thinking <i>p</i> and <i>q</i> were swapped here, relative to the visualization below. [0] However I now think what I missed is that that the visualization is showing two points that are already firmly-established, and the question is where a potential third (unseen, unnamed) point could be placed.<p>So metaphorically speaking, it&#x27;s about picking a new direction of travel that isn&#x27;t guaranteed to be into your own recent footsteps.<p>[0] You might say I have problems minding my p&#x27;s and q&#x27;s.
  • akkartik1 hour ago
    Still one of the most satisfying debug UIs I ever came up with.<p><a href="https:&#x2F;&#x2F;akkartik.name&#x2F;post&#x2F;2023-11-04-devlog" rel="nofollow">https:&#x2F;&#x2F;akkartik.name&#x2F;post&#x2F;2023-11-04-devlog</a>
    • cowthulhu31 minutes ago
      The third one especially is both (really) cool looking and legible!
  • jacobolus4 hours ago
    Folks may find <a href="https:&#x2F;&#x2F;observablehq.com&#x2F;@fil&#x2F;poisson-distribution-generators" rel="nofollow">https:&#x2F;&#x2F;observablehq.com&#x2F;@fil&#x2F;poisson-distribution-generator...</a> useful
    • jacobolus3 hours ago
      Also fun: <a href="https:&#x2F;&#x2F;observablehq.com&#x2F;@jrus&#x2F;spheredisksample" rel="nofollow">https:&#x2F;&#x2F;observablehq.com&#x2F;@jrus&#x2F;spheredisksample</a>
  • kleiba23 hours ago
    Possibly interesting post from Casey Muratori, regarding random placement of grass in games: <a href="https:&#x2F;&#x2F;caseymuratori.com&#x2F;blog_0013" rel="nofollow">https:&#x2F;&#x2F;caseymuratori.com&#x2F;blog_0013</a>, using blue noise.
    • setr1 hour ago
      Also Casey, but his much cooler&#x2F;deterministic solution to grass placement, to avoid lines<p><a href="https:&#x2F;&#x2F;caseymuratori.com&#x2F;blog_0011" rel="nofollow">https:&#x2F;&#x2F;caseymuratori.com&#x2F;blog_0011</a>
  • WithinReason2 hours ago
    I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?
  • addag3 hours ago
    I&#x27;m wondering if it can be used as a low-discrepancy sequence
    • jacobolus1 hour ago
      For a low-discrepancy sequence you are usually trying to generate one point at a time, up to some arbitrary number. Here the goal is to generate (roughly) a specific number of points that fill a whole region.<p>So you probably could figure out a way to use this method to make a low-discrepancy sequence but it&#x27;s probably not going to be particularly suitable compared to alternatives.
  • hingler363 hours ago
    I love these kinds of problems, because they try to produce what humans perceive as random instead of something truly random. Another great example of this is blue noise
  • jonstewart1 hour ago
    Oh, that’s rather a different sort of disk sampling than I imagined.
  • agentworks16 minutes ago
    [flagged]