Voronoi Tessellation (and Delaunay Triangulation) Blueprint in Unreal Engine



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Voronoi tessellation is pretty cool, finding uses in both procedural generation and destruction. From building city streets and planets, to fracturing mesh objects, Voronoi provides a unique method of creating interesting and repeatable regions. This Blueprint explores some of those properties. We start with point distribution on tiles, a plane, or sphere surface. 3 flavours of sampling algorithms are provided; random, stratified (jittered), and best candidate. Next we apply the incremental Bower-Watson algorithm to triangulate the point set according to Delaunay criteria. Since Voronoi tessellation is dual to Delaunay triangulation, if we have one we also have the other. Connecting the circumcenters of the Delaunay triangles creates our Voronoi Cells. Alternatively we can also choose to connect the centroids for a more relaxed look. Speaking of which, an optional relax loop is built in to move each interior Delaunay point to the vector array average of the encircling Voronoi sites for each relax iteration. Functionality to generate a procedural mesh is also provided, with basic explanations of winding order, face indexing and UV mapping basics. https://www.unrealengine.com/marketplace/voronoi

Published by: OneBitDev Published at: 6 years ago Category: مردم و وبلاگ