Algorithm 247: Radical-inverse quasi-random point sequence
Communications of the ACM
Fast hierarchical importance sampling with blue noise properties
ACM SIGGRAPH 2004 Papers
Hi-index | 0.00 |
On Spore, we have a need to procedurally distribute game objects, subject to a number of constraints. As a starting point, the objects should positioned in a way that seems visually random, but be well spaced, as in a poisson disc distribution. There are other desirable characteristics, having multiple object types that don't overlap; naturally varying object scale, orientation and colour; control over the density of objects from some from of map, be it procedural, game-generated, or pre-authored. The problem domain is similar to that of [Ostromoukhov et al. 2004] and related papers, although our performance constraints are tighter.