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A Unity visualization of the adaptation of Fortune's algorithm to the sphere.

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This project was an attempt to implement Zheng et al's 2011 paper on adapting Fortune's algorithm to the sphere. The impetus was that one of my shallow fluid model prototypes was to be built around what's known as a multigrid differential equation solver which in the general case needs a way to compute Voronoi tesselations. While attempting to debug the algorithm, I also built an interactive frontend for it in Unity:

Eventually I abandoned this project after realising that developing a multigrid solver, implementing Fortune's algorithm and designing a speciality datastructure for its sole use just for a toy project was a bit crazy. I changed the parametrization I was using for my fluid model to a much more intuitive and more-easily-debuggable one, and that was what let me actually finish it.

As an aside, what stalled this project was floating point errors in the skiplist implementation that underlaid the sweepline. After realising the importance of interfaces I swapped it out for a simple array implementation, which while slow, actually worked. When I find the time to go back and rewrite the skiplist implementation, I intend to come back and fix this up too.

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A Unity visualization of the adaptation of Fortune's algorithm to the sphere.

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