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Another Radiosity experiment.
Very interesting! It somehow reminds me of stars and planets. I'm actually working on a circle packing program of my own in p5, same basic principle but different application. I really like your idea of changing the diameter of some of the circles. Keep up the good work.
The demo, without radiosity, comes with the pixelflow library.
The src for the sample generator is here:
It is basically the algorithm described in this paper: Fast Poisson Disk Sampling in Arbitrary Dimensions
The above packing was very dense, so for the radiosity to generate a nice lighting effect it worked the best to animate the circles to get some empty space.
I had a similar impression of stars and planets as you mentioned, actually a bit like the arms of a galaxy and pulsating stars or supernovas, anyways, lots of room for imaginations.
@T_D - beautiful work. I wasn't familiar with radiosity in 2D as opposed to 3D -- although on reflection I have seen the effect in top-down view video games built on 3D engines. Anyway, I enjoyed reading your post on it: http://thomasdiewald.com/blog/?p=2949
A while back I did a comparison of such a case you mentioned @jeremydouglass, ... top down 3D vs pure 2D GI (Radiosity).
It is quite interesting to see how well 2D performs even though there are far less possible light-paths.
Post: Realtime 2D Radiosity – Comparing to 3D
Intensities differ a bit due to slightly different global settings and different applications, but the overall light distribution is still quite a good match.
The 2D version however is magnitues faster and enables to render completely dynamic scenes of any complexity in realtime.
Image 1: 2D Radiosity
Image 2: 3D Radiosity, top down