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Cart #28058 | 2016-09-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Simple Voronoi diagram generator. I was trying to see if I could get a speed boost from writing pixel values directly to the video RAM, but regardless the fill walking through all the pixels is still very slow. Any ideas on how I could speed things up?

--voronoi diagram
--by hypothete
points={}

function makepoints()
    for i=1,16 do
        e=rnd(128)
        f=rnd(128)
        add(points,{
            x=e,
            y=f,
            c=rnd(255)
        })
    end
end

function jitter()
    for i=1,#points do
        p=points[i]
        p.x+=rnd(2)-1
        p.y+=rnd(2)-1
    end
end

function near(pts,b)
    nt=nil --nearest pt
    nd=4096--dist to nt
    for i=1,#pts do
        a=pts[i]
        nl=(b.x-a.x)^2 + (b.y-a.y)^2
        --dist leaving off sqrt
        if(nl<nd)then
            nd=nl
            nt=a
        end
    end
    return nt
end

function drawvoro()
    for i=0,63 do
        for j=0,127 do
            k=i+64*j --x+y*w = 1d position
            z={x=i*2,y=j}
            np=near(points,z)
            if(np) then
                memset(0x6000+k,np.c,0x1)
            end
        end
    end
end

function _init()
    makepoints()
    drawvoro()
end

function _update()
    if(btnp(5)) then
        jitter()
        drawvoro()
    end
end
P#28059 2016-09-05 19:57 ( Edited 2016-09-07 04:34)

Not sure how much faster it'll make it, but I've heard using the ^ operator is slower than using a multiplication. So instead of (b.x - a.x) ^ 2 is slower than (b.x - a.x) * (b.x - a.x)

P#28100 2016-09-06 13:47 ( Edited 2016-09-06 17:51)

I can thing of a couple ideas.

The easiest seems to be fairly popular in Pico8 demos. Randomly choose which pixels to update each frame instead of using a for loop. The finished image will converge fairly quickly.

Another idea is algorithmic. You might want to google around, but I remember there being a algorithm that goes something like this: Find the closest two points and the difference of their distances. Advance that many pixels and then evaluate the closest two points again. You might be able to reduce the number of sorts using a hilbert curve or a recursive structure (that would be very rectfill friendly).

P#28103 2016-09-06 16:36 ( Edited 2016-09-06 20:36)

Random version:

Using circles instead of pset:

P#28105 2016-09-06 17:16 ( Edited 2016-09-06 21:21)

min2 version using circles and randomization also works pretty good. Converges quickly while minimizing edge artifacts.

P#28107 2016-09-06 18:24 ( Edited 2016-09-06 22:24)

Ok. I'm sort of having fun with this... Min2 version that skips along the x and interleaves scanlines:

A bit slower. Might try a recursive one that works by subdividing 8x8 blocks.

Here's an image showing pixels instead of drawing lines with lineskip.

P#28108 2016-09-06 18:45 ( Edited 2016-09-06 22:49)

So the only really interesting thing in all of these is the modified near function:

function near2(pts, x, y)
    local p1, p2 = nil
    local d1, d2 = 0x7fff, 0x7fff

    for i = 1, #pts do
        local p0 = pts[i]
        local dx, dy = (x - p0.x)/16, (y - p0.y)/16

        local d0 = dx*dx + dy*dy
        if d0 < d1 then
             p2, d2 = p1, d1
             p1, d1 = p0, d0
         elseif d0 < d2 then
            p2, d2 = p0, d0
        end
    end

    return 8*(sqrt(d2) - sqrt(d1)), p1.c
end

It returns the nearest point, and the minimum distance you can go before it could possible swap with the next closest point.

P#28109 2016-09-06 18:57 ( Edited 2016-09-06 22:57)

Ok. Here's the code for all my experiments. Left and right change the algorithm, while up and down change the quality. The near2 monte carlo version is my favorite. It converges quickly, and is sort of a neat effect.

function jitter(points)
    for i = 1, #points do
        p = points[i]
        p.x += rnd(2) - 1
        p.y += rnd(2) - 1
    end
end

function near(x, y, points)
    local p1
    local d1 = 0x7fff

    for i = 1, #points do
        local p0 = points[i]
        local dx, dy = (x - p0.x)/16, (y - p0.y)/16

        local d0 = dx*dx + dy*dy
        if d0 < d1 then
             p1, d1 = p0, d0
        end
    end

    return p1.c
end

function near2(x, y, points)
    local p1, p2
    local d1, d2 = 0x7fff, 0x7fff

    for i = 1, #points do
        local p0 = points[i]
        local dx, dy = (x - p0.x)/16, (y - p0.y)/16

        local d0 = dx*dx + dy*dy
        if d0 < d1 then
             p2, d2 = p1, d1
             p1, d1 = p0, d0
         elseif d0 < d2 then
            p2, d2 = p0, d0
        end
    end

    return 8*(sqrt(d2) - sqrt(d1)), p1.c
end

function brute(points, res)
    for y = 0, 128 do
        for x = 0, 128 do
            local c = near(x, y, points)
            pset(x, y, c)
        end
    end

    return "brute"
end

function vorocell(s, cx, cy, points, res)
    local x0, y0 = s*cx, s*cy

    if s <= res then
        local c = near(x0 + 0.5, y0 + 0.5, points)
        rectfill(x0, y0, x0 + s, y0 + s, c)
    else
        local s2 = s/2
        local rl, c = near2(x0 + s2, y0 + s2, points)

        if rl > s2*1.41 then
            rectfill(x0, y0, x0 + s, y0 + s, c)
        else
            local cx2 = cx*2
            local cy2 = cy*2

            vorocell(s2, cx2 + 0, cy2 + 0, points, res)
            vorocell(s2, cx2 + 1, cy2 + 0, points, res)
            vorocell(s2, cx2 + 0, cy2 + 1, points, res)
            vorocell(s2, cx2 + 1, cy2 + 1, points, res)
        end
    end
end

function subdivide(points, res)
    vorocell(128, 0, 0, points, shl(1, res - 1))

    return "subdivide"
end

function runlength(points, res, frame)
    for y = frame%res, 128, res do
        local x = 0
        while x < 128 do
            local rl, c = near2(x, y, points)

            -- Clamp the run length to 1.
            -- Rounding helps remove aliasing.
            rl = max(1, flr(rl + 0.5))

            line(x, y, x + rl, y, c)
            x += rl
        end
    end

    return "runlength"
end

function montecarlo(points, res)
    for i = 0, res*50 do
        local x, y = rnd(128), rnd(128)
        local rl, c = near2(x, y, points)
        circfill(x, y, rl, c)
    end

    return "montecarlo"
end

local points = {}
local res = 1
local frame = 0

local rendermethod = 1
local rendermethods = {
    brute,
    subdivide,
    runlength,
    montecarlo
}

function _init()
    for i = 0, 15 do
        add(points, {x = rnd(128), y = rnd(128), c = i})
    end
end

function _update()
    res -= (btnp(2) and 1 or 0)
    res += (btnp(3) and 1 or 0)
    res = max(res, 1)

    rendermethod += (btnp(1) and 1 or 0)
    rendermethod -= (btnp(0) and 1 or 0)
    rendermethod %= #rendermethods
end

function _draw()
    printh(rendermethod)
    local render = rendermethods[rendermethod + 1]
    local name = render(points, res, frame)

    rectfill(0, 0, #name*4, 5, 0)
    print(name, 0, 0, 7)

    local fps = "fps: "..(30/stat(1))
    rectfill(0, 6, #fps*4, 11, 0)
    print(fps, 0, 6, 7)

    frame += 1
    jitter(points)
end
P#28117 2016-09-06 22:59 ( Edited 2016-09-07 02:59)

slembcke, these are remarkable, thanks for sharing! I'm going to try out line skip and your mixed shapes approach. Great idea on using monte carlo methods.

P#28121 2016-09-06 23:56 ( Edited 2016-09-07 03:56)

Ok. Last one I think. Near2 accelerated monte carlo with 32 regions and a jitter function that avoids clumping:

P#28124 2016-09-07 00:34 ( Edited 2016-09-07 04:34)

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