wXrp ∞ wefYt

Mosaic

Mosaic is a Voronoi weave: seed points are scattered over a jittered grid of 0.68 world units, and every woven pixel belongs to whichever seed it sits closest to. Each grid square holds no seed, one seed or two (15, 70 and 15 per cent of the time), which is why the cells range from small knots to broad, sprawling shapes. Cell edges are not straight bisectors, because each seed carries its own four-octave fractal noise that is subtracted from the distance and makes the boundaries wobble like hand-tied knots. Finding the nearest seed runs in two passes: a coarse lattice every 4 pixels nominates the three closest candidates, and the fine pass only weighs those, instead of every seed in range. From the nearest and second-nearest distances each pixel gets a radial value that runs from 0 at the cell's heart to 1 at its edge. That one number drives everything drawn inside the cell, from the border band to the rings and the medallion. About 72 per cent of cells get a border, between 13 and 26 per cent of the radius deep, filled with its own woven texture wrapped around the cell's angle. Inside the border a cell is a medallion in diamond, circle or octagon shape, a set of three to six concentric rings, a panel of small tiles, or an open field. Each seed also picks from a pool of eight cell styles chosen once per seed, so one weave keeps a consistent character while its neighbours vary. Every choice comes from a hash of the seed and the cell's grid position, so the whole field is a pure function of where you are. The view is drawn in 192-pixel chunks with a 32-pixel apron, and because every pixel computes the same answer in any chunk, the seams never show. Where two cells meet, a two-pixel contour is laid down, then an inking pass outlines colour changes in a thin, thick, sketchy, light or bare style picked for the seed. One world unit is 250 woven pixels, and zooming changes how much world each pixel covers rather than enlarging the image. That means the weave is re-made at every scale, so it stays crisp however far in or out you go. The colour theme maps the result through a 1024-step gradient ramp or a fixed palette as the final step.

Move toward an edge to travel. Scroll to zoom.

designed by @gleetching

Tuning