<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Speedy Voronoi diagrams in as3/flash</title>
	<atom:link href="http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/</link>
	<description>Elaborations on flash.</description>
	<lastBuildDate>Tue, 27 Jul 2010 09:31:06 -0700</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>By: blog.alumican.net &#187; Blog Archive &#187; トップページ更新 Cells</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-240</link>
		<dc:creator>blog.alumican.net &#187; Blog Archive &#187; トップページ更新 Cells</dc:creator>
		<pubDate>Mon, 12 Jul 2010 11:44:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-240</guid>
		<description>[...] » アルゴリズム解説 » C++版 » AS3版 [...]</description>
		<content:encoded><![CDATA[<p>[...] » アルゴリズム解説 » C++版 » AS3版 [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: hristo</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-229</link>
		<dc:creator>hristo</dc:creator>
		<pubDate>Thu, 17 Jun 2010 10:27:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-229</guid>
		<description>Hey Matt!
Actually, I&#039;m seeing that, except for the link, I haven&#039;t really explicitly credited you for the code in the post - sorry for that, will fix it.
Meanwhile, have you got any clues about the math problems we&#039;re seeing here? Is it my interpretation of your math that&#039;s off?
Thanks!</description>
		<content:encoded><![CDATA[<p>Hey Matt!<br />
Actually, I&#8217;m seeing that, except for the link, I haven&#8217;t really explicitly credited you for the code in the post &#8211; sorry for that, will fix it.<br />
Meanwhile, have you got any clues about the math problems we&#8217;re seeing here? Is it my interpretation of your math that&#8217;s off?<br />
Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Matt Brubeck</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-208</link>
		<dc:creator>Matt Brubeck</dc:creator>
		<pubDate>Fri, 04 Jun 2010 16:04:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-208</guid>
		<description>Very cool!  I&#039;m happy to see somebody managed to do something awesome based on my old hastily-written C++ code.</description>
		<content:encoded><![CDATA[<p>Very cool!  I&#8217;m happy to see somebody managed to do something awesome based on my old hastily-written C++ code.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: hristo</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-165</link>
		<dc:creator>hristo</dc:creator>
		<pubDate>Fri, 19 Mar 2010 10:04:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-165</guid>
		<description>Hey Li!

If you want to get the Delaunay Triangulation out of this code, right now, you simply have to do all the math yourself.

What I had and still have to do, is to make it output actual geometry, not a bunch of anonymous segments, so that you can run whatever processing you want on the polygons later.

Right now, best go to Nicoptere&#039;s experimentorium, you have both Voronoi and Delaunay there produced by the same algo.

Cheers and sorry for my late reply,
Hristo</description>
		<content:encoded><![CDATA[<p>Hey Li!</p>
<p>If you want to get the Delaunay Triangulation out of this code, right now, you simply have to do all the math yourself.</p>
<p>What I had and still have to do, is to make it output actual geometry, not a bunch of anonymous segments, so that you can run whatever processing you want on the polygons later.</p>
<p>Right now, best go to Nicoptere&#8217;s experimentorium, you have both Voronoi and Delaunay there produced by the same algo.</p>
<p>Cheers and sorry for my late reply,<br />
Hristo</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: hristo</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-161</link>
		<dc:creator>hristo</dc:creator>
		<pubDate>Mon, 22 Feb 2010 19:39:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-161</guid>
		<description>Thanks! And point taken ... one day I&#039;ll have to come back to this code, it needs a lot of work unFortunately hihi</description>
		<content:encoded><![CDATA[<p>Thanks! And point taken &#8230; one day I&#8217;ll have to come back to this code, it needs a lot of work unFortunately hihi</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Justin Everett-Church</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-160</link>
		<dc:creator>Justin Everett-Church</dc:creator>
		<pubDate>Mon, 22 Feb 2010 08:30:33 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-160</guid>
		<description>Hi Hristo,

Great library!  I&#039;m really enjoying working with it.  I found a small issue, and wanted to let you know about it.  If there are two or more points with exactly the same x value that are the furthest point to the left, you will see a lot of strange artifacts, with overlapping surfaces.  The issue appears to be in the intersection function in Fortune.as in the if statement where p0.x == p1.x. It looks like there needs to be another condition there.

Its late here, so I took the easy way out and added a new point so far to the extreme left that the issue never surfaces. I feel so lazy. ;)

Justin</description>
		<content:encoded><![CDATA[<p>Hi Hristo,</p>
<p>Great library!  I&#8217;m really enjoying working with it.  I found a small issue, and wanted to let you know about it.  If there are two or more points with exactly the same x value that are the furthest point to the left, you will see a lot of strange artifacts, with overlapping surfaces.  The issue appears to be in the intersection function in Fortune.as in the if statement where p0.x == p1.x. It looks like there needs to be another condition there.</p>
<p>Its late here, so I took the easy way out and added a new point so far to the extreme left that the issue never surfaces. I feel so lazy. ;)</p>
<p>Justin</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: jez</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-151</link>
		<dc:creator>jez</dc:creator>
		<pubDate>Tue, 12 Jan 2010 19:51:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-151</guid>
		<description>marvellous monsieur !
delaunay/voronoi makes beautiful sense to me - check CGAL for inspiration (c++) 
- but i think real time 3d modelling through AR input in flash is coming!  anyone interested? I think so ! 
I absolutely agree with the previous post - a double linked list (plus a nice dictionary object for keeping the whole thing tidy) is the way to go ....inline code is the new oop ... (only kidding!) - but yes, i think perhaps its time to get mr j. ebert into this conversation for some SERIOUS optimisations - this is a real case for pushin it to the max......lovin your work!...hope to ping pong a few files of my own to add to the conversation v soon.  all power to your elbow - ancient alexandria had nothing on the new mathematical playground - we are all allowed to play now ! j</description>
		<content:encoded><![CDATA[<p>marvellous monsieur !<br />
delaunay/voronoi makes beautiful sense to me &#8211; check CGAL for inspiration (c++)<br />
- but i think real time 3d modelling through AR input in flash is coming!  anyone interested? I think so !<br />
I absolutely agree with the previous post &#8211; a double linked list (plus a nice dictionary object for keeping the whole thing tidy) is the way to go &#8230;.inline code is the new oop &#8230; (only kidding!) &#8211; but yes, i think perhaps its time to get mr j. ebert into this conversation for some SERIOUS optimisations &#8211; this is a real case for pushin it to the max&#8230;&#8230;lovin your work!&#8230;hope to ping pong a few files of my own to add to the conversation v soon.  all power to your elbow &#8211; ancient alexandria had nothing on the new mathematical playground &#8211; we are all allowed to play now ! j</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: planet-ape&#124;blog</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-137</link>
		<dc:creator>planet-ape&#124;blog</dc:creator>
		<pubDate>Sun, 27 Dec 2009 02:34:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-137</guid>
		<description>&lt;strong&gt;超速ボロノイ図 (Fortune&#8217;s algorithm)...&lt;/strong&gt;

ドロネー図を作ったのならボロノイ図も作るでしょうってことで、前回のものから間が空きましたがボロノイ図をwonderflにて作りました。 超速ボロノイ図（Fortune&#8217;s algorithm） &#8211; wonderfl build flash online ボロノイ図を描く方法はいくつかあるのですが、今回はFortune&#8217;s algorithmと呼ばれるアルゴリズムを用いて描画してみました。 ・Fortune&#8217;s ......</description>
		<content:encoded><![CDATA[<p><strong>超速ボロノイ図 (Fortune&#8217;s algorithm)&#8230;</strong></p>
<p>ドロネー図を作ったのならボロノイ図も作るでしょうってことで、前回のものから間が空きましたがボロノイ図をwonderflにて作りました。 超速ボロノイ図（Fortune&#8217;s algorithm） &#8211; wonderfl build flash online ボロノイ図を描く方法はいくつかあるのですが、今回はFortune&#8217;s algorithmと呼ばれるアルゴリズムを用いて描画してみました。 ・Fortune&#8217;s &#8230;&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: hristo</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-132</link>
		<dc:creator>hristo</dc:creator>
		<pubDate>Fri, 25 Dec 2009 11:05:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-132</guid>
		<description>A double linked list. The underlying data-structure shouldn&#039;t be influencing your output really; there&#039;s another problem with the implementation which could yield some artefacts, Mario described it pretty well a few comments above.

Choosing between double-linked and binary tree depends on what you want to achieve - if you&#039;re planning to render huge graphs with tens of thousands of vertices, a binary tree will probably speed things up. However, for real time stuff in flash, where you&#039;d probably have less than a thousand vertices, a double linked list, with approximative lookup of a &#039;nearest&#039; arc before intersection tests kick in could be cheaper than the tree reorganisation logic.

This said, I have little to no experience with binary trees, so I might be wrong.</description>
		<content:encoded><![CDATA[<p>A double linked list. The underlying data-structure shouldn&#8217;t be influencing your output really; there&#8217;s another problem with the implementation which could yield some artefacts, Mario described it pretty well a few comments above.</p>
<p>Choosing between double-linked and binary tree depends on what you want to achieve &#8211; if you&#8217;re planning to render huge graphs with tens of thousands of vertices, a binary tree will probably speed things up. However, for real time stuff in flash, where you&#8217;d probably have less than a thousand vertices, a double linked list, with approximative lookup of a &#8216;nearest&#8217; arc before intersection tests kick in could be cheaper than the tree reorganisation logic.</p>
<p>This said, I have little to no experience with binary trees, so I might be wrong.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: edwin</title>
		<link>http://blog.controul.com/2009/05/speedy-voronoi-diagrams-in-as3flash/comment-page-1/#comment-128</link>
		<dc:creator>edwin</dc:creator>
		<pubDate>Wed, 23 Dec 2009 15:33:54 +0000</pubDate>
		<guid isPermaLink="false">http://blog.controul.com/?p=321#comment-128</guid>
		<description>I am curious to know if you used the double linked list or the binary tree implementation? 

I actually did refer to the same double linked list reference implementation, tried to get some sample output, and I realized that it wasn&#039;t exactly giving all the edges as required.

So I tried to do one in c\c++ with the binary tree instead since it was hard to visualize the double linked list. I won&#039;t say that the binary tree one is working completely well either. I managed to get some of the missing edges but just that not all the end points of the edges are correct at the moment.</description>
		<content:encoded><![CDATA[<p>I am curious to know if you used the double linked list or the binary tree implementation? </p>
<p>I actually did refer to the same double linked list reference implementation, tried to get some sample output, and I realized that it wasn&#8217;t exactly giving all the edges as required.</p>
<p>So I tried to do one in c\c++ with the binary tree instead since it was hard to visualize the double linked list. I won&#8217;t say that the binary tree one is working completely well either. I managed to get some of the missing edges but just that not all the end points of the edges are correct at the moment.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
