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hmm.

In the past few days i was playing with voronoi cells. in the meantime i had another idea i wanted to try: random recursive cell growth. So i started working on both pieces together and came up with what you’re about to see in the videos below.

The scene is rendered using a per-pixel phong lighting model + wrap lighting, a fast trick to approximate subsurface scattering. More information available in  the GPU Gems book.

I have used lee byron’s mesh library for the 2D voronoi mesh generation and loaded it up my framework to generate a 3D heightmap mesh.   I’ve reduced the effect to almost zero here, just because i think it looks much better flat in this particular scene.

Done using processing + java.





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