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Voronoi Diagrams on the GPU

224 points| rjkaplan | 10 years ago |rykap.com | reply

59 comments

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[+] Rhapso|10 years ago|reply
aha, finally a chance to post my only meaningful contribution to computer science:

http://ieeexplore.ieee.org/xpl/articleDetails.jsp?reload=tru...

draft here (because I can't give away the final version): https://github.com/BrendanBenshoof/pyVHASH/raw/master/Paper/...

Nifty because it is distributed, works in any metric space where voronoi regions make sense (XOR and non-euclidian ones as a start!) and easy to make into an online algorithim that updates as nodes join and exit.

basically:

   given a center point $center$
   given a list of candidate points $candidate$
   to output a list $peers$
   
   sort $candidates$ by distance from $center$
   remove the closest candidate and add to $peers$ (it will always be a delaunay peer)
   for $c$ in candidates:
      if any member of $peers$ is closer to $c$ than $center$ then reject $c$
      else add $c$ to $peers$
essentially this generates most of a delaunay triangulation, and you can quickly find the voronoi generator of a given point by greedily traversing the resulting graph.
[+] faitswulff|10 years ago|reply
Sorry if this is only tangential to your comment and naive to boot, but why is it that you can't give away the final version of your paper?
[+] gregschlom|10 years ago|reply
I love Voronoi diagrams, and especially Centroidal Voronoi Tesselations. They relate to many natural phenomena such as honeycombs and soap bubbles. I used that as the basis for an art installation I did for Burning Man: http://www.flowandwonder.com.

Another technique for computing them on the GPU, not sure how related it is to OP's technique: http://www.iquilezles.org/www/articles/voronoilines/voronoil...

Edit: shadertoy link: https://www.shadertoy.com/view/ldl3W8

[+] adriand|10 years ago|reply
That is wild! Wow, what an incredible installation! Do you have video of this at night? It looks fantastic.
[+] runeb|10 years ago|reply
Great project! Would also love to see a video of this.
[+] bladecatcher|10 years ago|reply
That's an inspiring project. Thanks for sharing
[+] exDM69|10 years ago|reply
There's a much faster O(n) method for doing Voronoi diagrams on the GPU by taking advantage of the depth buffer. It's so simple that it gives you one of those "why didn't I think of this earlier" moments. I learned it from the old school demoscene guys at work...

    0. Set up orthographic projection
    1. Enable depth testing
    2. For each "seed" point, draw an "infinite" cone all the way from the near to the far clipping plane
    3. Shade with solid colors.
That's it.

The depth testing will only leave fragments of the cone that the corresponding pixel is closest to. If you need better precision, draw the "cone" by making a full screen quad and use the fragment shader to set depth (gl_FragDepth) according to distance from seed point (or just use enough vertices in the cones).

If you change the circular cone to a rectangular-based pyramid shape, you'll get Voronoi-type diagrams but with a different metric (manhattan distance?). Turn the rectangle 45 degrees to make a diamond shaped base and you have yet another metric.

[+] shultays|10 years ago|reply
Article just does logn (n is dimension of input texture) passes on the render target and that is it. complexity is independent of number of seeds.
[+] nraynaud|10 years ago|reply
well, if you're doing that, then just use the distance function, at least you've got a perfectly circular cone, and you don't get tricked by the maximum distance of the cone.

the complexity is num pixels*num entities.

implementation here: https://github.com/nraynaud/webgcode/blob/gh-pages/webapp/sh...

I would gladly show the result here: http://nraynaud.github.io/webgcode/various_tests/test_vorono... but it looks like Chrome removed PathSegList that the SVG library was using internally

edit: it still works in firefox, it extracts the voronoi diagram, the medial axis, then does a subtraction on the medial axis (internal offset of the original polygon), then a minimum threshold (mickey ears for pocketting in milling), then a reconstruction of the polygon from the altered medial axis.

[+] 33a|10 years ago|reply
This isn't actually a voronoi diagram, it is an (approximate) distance transform - though it is still pretty cool!

If you are working on a grid, there are lots of ways to compute distance transforms exactly. An exact and optimal serial algorithm which works for any metric is due to Meijster, and it runs in O(n) time in the number of pixels:

http://parmanoir.com/distance/

Distance transforms are a special kind of (max, +) convolution, and have lots of interesting algebraic properties

[+] vanderZwan|10 years ago|reply
The linked paper specifically says "Jump Flooding in GPU with Applications to Voronoi Diagram and Distance Transform," so are you sure it's not both in this case?
[+] nathancahill|10 years ago|reply
Any good resources for getting started with WebGL? I'm going to start transitioning a large amount of slow <canvas> drawing to WebGL, and I'd love any pointers for someone getting started without any experience in graphics and gaming (which seems to be the starting point most tutorials use).
[+] rjkaplan|10 years ago|reply
I recently got started with WebGL so I hope that others post more/better resources, but...

- I found this to be a good starting point for WebGL as a whole: https://webglfundamentals.org/

- This is a great resource for learning about GLSL and shaders (writing code that runs on the GPU): http://patriciogonzalezvivo.com/2015/thebookofshaders/

- As a starting point for implementing the Jump Flood Algorithm (which is what I used to implement the Voronoi Diagram demos) I found it helpful to read Chris Wellon's articles on GPGPU programming. Here's the first one: http://nullprogram.com/blog/2014/06/10/

[+] riebschlager|10 years ago|reply
Ryan! Thanks for writing this post. I had messed around with Voronoi diagrams in Processing and D3 without really understanding the intricacies behind it. This is a great explanation of what's going on.

I'd love to see more stuff like this on HN.

[+] rjkaplan|10 years ago|reply
Thanks - I'm glad you found it interesting!
[+] ewencp|10 years ago|reply
It's not particularly efficient, but probably the easiest way to draw Voronoi diagrams on the GPU doesn't require a shader at all. Instead, use an orthographic projection and draw cones for each vertex with the cone's apex at the vertex and its axis oriented into the screen. Then the GPU's z-buffer takes care of choosing which vertex is closes to the given pixel.
[+] lmeyerov|10 years ago|reply
Yes, this is similar to what I and others described! Underneath, similar stuff going on in the HW :)
[+] lmeyerov|10 years ago|reply
We use a weak approximation of this for hit testing. So awesome!
[+] rjkaplan|10 years ago|reply
Cool! If you're willing to share, I'm interested to hear how your approximation works. Do you just do fewer rounds? Do you use bigger step sizes?
[+] bhickey|10 years ago|reply
Here's an implementation of 2d Worley noise using a hexagonal grid with one-point per cell: https://www.shadertoy.com/view/ltjXz1

This version may still have artifacts when the points fall too close to a cell boundary.

[+] raverbashing|10 years ago|reply
Worked on my mobile browser, apparently without major issues
[+] desdiv|10 years ago|reply
Ironically, it's not working on my desktop browser.

I'm getting "DEMO DISABLED. COULDN'T START WEBGL." on my Chrome on Windows 10 on Intel integrated graphics setup, literally the most common browser on the most common OS on the most common graphics stack.

[+] uptownfunk|10 years ago|reply
What are these used for?
[+] privong|10 years ago|reply
In astrophysics, voronoi tessellation is used for adaptively smoothing data to reach a desired signal-to-noise ratio while trying to preserve as much spatial/angular resolution as possible [0]. It is also used in numerical hydrodynamic simulations to dynamically construct the mesh of cells for the hydro calculations[1, 2].

[0] http://www-astro.physics.ox.ac.uk/~mxc/software/#binning

[1] http://wwwmpa.mpa-garching.mpg.de/~volker/arepo/

[2] http://www.tapir.caltech.edu/~phopkins/Site/GIZMO.html

[+] flashman|10 years ago|reply
A little bit non-standard, but I used them to generate a map of the nearest vehicle spawn points for the game DayZ: http://i.imgur.com/GryW1fz.jpg

In the attached map, the red dots indicate a place where a truck might spawn. The polygons show the places nearest each truck. If a player wants to obtain a truck to drive, this map shows them which direction to run.

This was more a proof of concept than anything else, and is sadly outdated. In any case, it never took into account the steepness of terrain, which influences player running speed.

[+] rjkaplan|10 years ago|reply
I mostly just think they look cool :)

In the post there's a demo on how to use the same algorithm that generates Voronoi diagrams to render 2D drop shadows with a spread radius.

You may also be interested in Alan Zucconi's article on Voronoi diagrams where he outlines a few use-cases in games: http://www.alanzucconi.com/2015/02/24/to-voronoi-and-beyond/...

[+] fvargas|10 years ago|reply
One use is in AI path planning algorithms. When you have a continuous space with obstacles, you can discretize the space by constructing a Voronoi diagram where the nodes are at the maximal distance away from obstacles.
[+] tribe|10 years ago|reply
I have used Voronoi diagrams (and their corresponding Delaunay triangulations) for interpolation routines.