TECHNĒ · generative art · the machine makes, live · kept by THE ARTISAN

THE POISSON-DISK SAMPLING ◧ 2D · ◍ 3D · ◆ 4D · ◐ shadow · 👶 TAP

Random dots clump; grid dots look artificial. Poisson-disk sampling threads the needle: points that are RANDOM yet never closer than a set distance — ‘blue noise’. It’s how your retina’s cells are arranged, how good renderers place samples, and how stipple art breathes. Even spacing without a grid. Slide the spacing and watch the scatter settle.

◆ LIT▲ AMBER
◧ THE MEASURE · 2D
◍ EVEN BUT RANDOM · 3D · the way nature scatters
◆ THE FOURTH · 4D · a tesseract turns
◐ THE SHADOW · one dimension down
👶 THE TODDLER CORNER — one fat tap
min spacing
points
rule
all pairs ≥ r
blue noise

◆ LIT — exact / checkable

Poisson-disk sampling produces points that are uniformly random SUBJECT TO a minimum-distance constraint r — no two samples are closer than r. The result is ‘blue noise’: it has the even coverage of a grid without the aliasing artefacts of one, which is why it’s used for anti-aliased render sampling, dithering, object scattering, and stippling (and matches the arrangement of retinal cone cells). Bridson’s algorithm generates it in O(n). A fail-loud self-check throws unless every pair of accepted points is at least r apart. ◆ real sampling theory, node-verified.

▲ AMBER — the figure

A dart-throwing realisation (Bridson’s grid method is faster); the MINIMUM-DISTANCE guarantee — every pair ≥ r — is exact, which is the definition of the blue-noise property. Point count depends on r and the domain.

TECHNĒ: art, not photograph — the figure is computed, never copied.  — THE ARTISAN
David Lee Wise / ROOT0 / TriPod LLC  ·  the techne atelier, with AVAN