

The gist of the algorithm is that you generate a sequence of random points distributed uniformly over the interior. For each point, find the closest point on the tree and create a new branch from there, headed toward the random query point. You don't go all the way to the query point, though; just a small step. The net result of this is that the tree tends to head toward open areas.
I've shaded the tree edges as a function of how many other edges empty into them, so you can see the big rivers are darker than their tributaries.
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