Glen,

Thank You.

Now we enter into a salient area where dispute could arise if I take you too 
literally. 

The Mesh is irregular and can't be called a proper tessalation since there are 
no repeated elements or tiles. I assume VanHoutte only cheated slightly in his 
code'
The points positions on the surface are random but the connecting lines will be 
straight lines only touching the sphere at exactly the points. I suppose the 
Voronoi Cells can be regarded as highly irregular tiles that only touch the 
sphere at points. The higher my points count the better the resolution but the 
cells still only touch the sphere at points. The only way I know to place edges 
on a sphere is to use parametric equations connecting point to point using 
Geodesic Paths. Eventually those lines will converge on the 2  Pole Points and 
Pucker together.

There are several problems with the camera libraries I am using and this is 
probably due to the writers choice to keep the largest object centered in the 
screen.
There is also a back clipping plane that allows objects to disappear in the far 
distance, also a undisclosed camera field of view.


Indeed the earth mapping may be squashed as definitely is true of the sun. The 
two issues are only related by my inexcusable lack of technique.

In my effort to examine human visual bandwidth limitations some details are 
lost somewhere in the brain. For example some objects are spinning as well as 
rotating and others are translating  and rotating. The sun is growing while 
spinning but is not translating. It was my intent to baffle myself. What I did 
learn is that it is not difficult to do so, but that longer observation does 
establish and embed more details or features. So my brain might be overwhelmed 
in the short term but self corrects with time and effort. Other research shows 
that people see less than is really falling on their retinas. The brain only 
presents what it expects, not the truth. This undermines most philosophical 
discussions since our sight is less than virtuous.

In the case of Truth versus Representation we seem to be forced to apply 
imposed geometries and time... Or each observer imposes these elements and that 
is where most disputes arise. It seems humans need little reason to start to 
bicker.

I am slowly trying to build a website to present clever ideas  a very few are 
mine, but they all pertain to data visualization in some manner. 

In some manner every representation whatever default settings have been applied 
should be recoverable with every other representation and coherent.
The more coherent viewpoints the closer the approximation of Truth.
vib

vib

-----Original Message-----
From: Friam [mailto:friam-boun...@redfish.com] On Behalf Of ?glen?
Sent: February-21-17 10:13 AM
To: The Friday Morning Applied Complexity Coffee Group
Subject: Re: [FRIAM] FW: Fractal discussion Landscape-bird songs


Works perfectly!  And cool music, BTW.  I see now that you were talking about a 
tesselation of the sphere's surface.  I thought you intended a 3D irregular 
grid.  Regardless, I certainly didn't notice the camera issue.  I did notice an 
odd squashing of the earth textured sphere, though.

On 02/20/2017 10:12 PM, Vladimyr Burachynsky wrote:
> Glen,
> 
> The Voronoi Mesh  video distribution has been delayed by a connection 
> speed problem and currently can't even view my own cloud storage. I have 
> found a third oddity called for lack of anything better the camera position.
> as it moves I think at moments that the other two coordinate systems  become 
> conflated and it requires focused attention to account for distinct motions.
> 
> I think you have presented the problem in complex terms and have missed a 
> simple solution. Run it Backwards and forwards , just like in calculus.
> If you get the same input values from a certain output value set then it 
> usually got you full marks. I will get this problem solved yet.
> The most interesting insight is that each is connected by time... 
> 
> I am losing my vision so I wish to use what is left before it all 
> goes. This was all done in Processing  3.0.1 and I am learning it now but it 
> reminds me a  little of C++ from my old days. So if it runs backwards and 
> forwards just give a heuristic kick in the pants and watch...
> The original code libraries came from a physicist from Belgium, F. VanHoutte.
> There are so many things moving that my machine may not do a good job.
> My interest is to use these meshes to create Insect Wings for CGI.
> 
> https://1drv.ms/v/s!AjdC7pqwzaUUkxtarv1AjHWv1xVr
> 
> It is on the site but you may have to download it and open to see it. Good 
> Luck.
> let me know if it works.

--
␦glen?

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