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.