Poisson Disk Sampling
vismit2000
143 points
19 comments
September 02, 2026
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Discussion Highlights (11 comments)
jacobolus
Folks may find https://observablehq.com/@fil/poisson-distribution-generator... useful
hingler36
I love these kinds of problems, because they try to produce what humans perceive as random instead of something truly random. Another great example of this is blue noise
kleiba2
Possibly interesting post from Casey Muratori, regarding random placement of grass in games: https://caseymuratori.com/blog_0013 , using blue noise.
addag
I'm wondering if it can be used as a low-discrepancy sequence
WithinReason
I see the generated points often form lines which would cause aliasing in computer graphics, why not use low discrepancy sequences instead?
akkartik
Still one of the most satisfying debug UIs I ever came up with. https://akkartik.name/post/2023-11-04-devlog
jonstewart
Oh, that’s rather a different sort of disk sampling than I imagined.
Terr_
> Consider when the algorithm places a point p and then samples its annulus to get a new point q . I was confused for a while thinking p and q were swapped here, relative to the visualization below. [0] However I now think what I missed is that that the visualization is showing two points that are already firmly-established, and the question is where a potential third (unseen, unnamed) point could be placed. So metaphorically speaking, it's about picking a new direction of travel that isn't guaranteed to be into your own recent footsteps. [0] You might say I have problems minding my p's and q's.
PiXeL161616
Never found a way to do this per-pixel in a shader, Bridson's needs the active list. Ended up hashing cells and jittering inside them instead.
yanjunnf
Magical algorithm
mi_lk
Off-topic but I quite like another post about relationships on this site: https://stripeacross.com/posts/no-bf-22/