“Fast object distribution” by Willmott

  • ©Andrew Willmott




    Fast object distribution



    On Spore, we have a need to procedurally distribute game objects, subject to a number of constraints. As a starting point, the objects should positioned in a way that seems visually random, but be well spaced, as in a poisson disc distribution. There are other desirable characteristics, having multiple object types that don’t overlap; naturally varying object scale, orientation and colour; control over the density of objects from some from of map, be it procedural, game-generated, or pre-authored. The problem domain is similar to that of [Ostromoukhov et al. 2004] and related papers, although our performance constraints are tighter.


    1. Halton, J. H. 1964. Algorithm 247: Radical-inverse quasirandom point sequence. Commun. ACM 7, 12, 701–702.
    2. Ostromoukhov, V., Donohue, C., and Jodoin, P.-M. 2004. Fast hierarchical importance sampling with blue noise properties. In SIGGRAPH’04: ACM SIGGRAPH 2004 Papers, ACM Press, New York, NY, USA, 488–495.

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