# HG changeset patch # User June Park # Date 1767566574 28800 # Node ID 7a4e942814bca98951bd2ec60bfc9337627d84dc # Parent d6d578b49a1968ed61ad08a2a2f2fa84ebe91f9c [MrJuneJune] Fixed static assets diff -r d6d578b49a19 -r 7a4e942814bc mrjunejune/src/blog/optimizing-grass-rendering/index.md --- a/mrjunejune/src/blog/optimizing-grass-rendering/index.md Sun Jan 04 11:38:44 2026 -0800 +++ b/mrjunejune/src/blog/optimizing-grass-rendering/index.md Sun Jan 04 14:42:54 2026 -0800 @@ -37,7 +37,7 @@ This is computationally the most efficient as there is no constraints on where it can be placed which mean it will often lead to clumping together. -
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Above image is okay, but lacks realism. We can do better. @@ -79,12 +79,12 @@ As you can see from below image, this approach improves visual quality... -
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...but at the cost of computational complexity. As the number of points increases, available space becomes limited, requiring more attempts to place a point. This can take several seconds, which isn’t ideal. ** It takes around 8 seconds for 800 points in 1000 x 800 with 30 radius which means it should be able to add 100 more points in theory ** @@ -145,13 +145,13 @@ ``` ** It only took 2 seconds or so. It slows down at the end since it probably needed to look for one or two points using random number ** -
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### Conclusion diff -r d6d578b49a19 -r 7a4e942814bc mrjunejune/src/public/blue-noise-random.png Binary file mrjunejune/src/public/blue-noise-random.png has changed diff -r d6d578b49a19 -r 7a4e942814bc mrjunejune/src/public/blue-noises-optimal.png Binary file mrjunejune/src/public/blue-noises-optimal.png has changed diff -r d6d578b49a19 -r 7a4e942814bc mrjunejune/src/public/fast-blue.mp4 Binary file mrjunejune/src/public/fast-blue.mp4 has changed diff -r d6d578b49a19 -r 7a4e942814bc mrjunejune/src/public/slow-blue.mp4 Binary file mrjunejune/src/public/slow-blue.mp4 has changed diff -r d6d578b49a19 -r 7a4e942814bc mrjunejune/src/public/white-noise-grass.png Binary file mrjunejune/src/public/white-noise-grass.png has changed