this video shows the interplay of 2 conceptual hierarchies:

1) verlet particles with attractive/repulsive force fields are spawned in a squared 2d space and negotiate their positions over time. these positions are also used as sites for creating a dynamic voronoi diagram to define cell structures around each particle. each resulting voronoi region can then become the physical (and constantly changing) bounds for the next level of recursion, spawning more particles to subdivide it into smaller regions. each cell at each level is using its own voronoi instance with sub-regions clipped to their respective parent region. the process becomes more and more local... the setup in the video has a maximum tree depth of 3.

2) a quad tree is used to visualize the hierarchy of cells from step 1 and its depth structure represented as extruded 3d model (in isometric perspective). for this video the quad tree has a depth of 10 levels with the maximum level of recursion tracing/coinciding with the voronoi cell edges. the elevation of cell walls depends on the depth of the cell in the original tree, with the cells at level 1 gaining the tallest structures. furthermore, the elevation is modulated by the distance of each point to the nearest vertex of its parent cell polygon/region...

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