Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
Digital halftoning
Hierarchical Poisson disk sampling distributions
Proceedings of the conference on Graphics interface '92
A comparison of sequential Delaunay triangulation algorithms
Proceedings of the eleventh annual symposium on Computational geometry
An Algorithm for Convex Polytopes
Journal of the ACM (JACM)
A spatial data structure for fast Poisson-disk sample generation
ACM SIGGRAPH 2006 Papers
An alternative for Wang tiles: colored edges versus colored corners
ACM Transactions on Graphics (TOG)
Parallel Poisson disk sampling
ACM SIGGRAPH 2008 papers
Capacity-constrained point distributions: a variant of Lloyd's method
ACM SIGGRAPH 2009 papers
Fast capacity constrained Voronoi tessellation
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Efficient maximal poisson-disk sampling
ACM SIGGRAPH 2011 papers
SMI 2011: Full Paper: Capacity-Constrained Delaunay Triangulation for point distributions
Computers and Graphics
Farthest-point optimized point sets with maximized minimum distance
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Least squares quantization in PCM
IEEE Transactions on Information Theory
A Simple Algorithm for Maximal Poisson-Disk Sampling in High Dimensions
Computer Graphics Forum
PixelPie: maximal Poisson-disk sampling with rasterization
Proceedings of the 5th High-Performance Graphics Conference
Improving spatial coverage while preserving the blue noise of point sets
Computer-Aided Design
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We describe a fast sampling algorithm for generating uniformly-distributed point patterns with good blue noise characteristics. The method, based on constrained farthest point optimization, is provably optimal and may be easily parallelized, resulting in an algorithm whose performance/quality tradeoff is superior to other state-of-the-art approaches. © 2012 Wiley Periodicals, Inc.