So it has been all triangulation research for the last few days. I have a few working test programs (for converting vectors to triangles for GPU consumption), and I've been just fooling around with the math a bit too. I was/am interested in trying to get the GPU to help with Delaunay triangulation and subsequent mesh optimizations.
The file below makes pixel shader animations based on voronoi diagrams, which means every pixel is the color of the closest dot. Others do weighted voronoi, which means some pixels have more 'gravity' than others, and most add a few things to make them look interesting. The last two show simple "local feature size" (lfs) which is the distance to the two closest non-touching segments or vertexes. All of this stuff is very useful when deciding where to insert vertexes to get 'nice' triangulation (aka, larger angles, larger triangles, smoother transitions to big and small, etc).
Well here it is, as usual hitting the space bar will advance to the next animation. And editing/tweaking your own is fun and easy : ).
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posted on Friday, July 27, 2007 7:18 AM