A Voronoi mesh is visualized as its constituent faces, each having N vertices and requiring N+2 triangles in our approach. The edges and interiors of each face are simultaneously rendered by the fragment shader, using at each pixel the window space distance to the edge of the face. For large meshes, we can "illuminate" only a slab or a radial shell. The geometry can also be "exploded" by radially displacing each cell center.
We explore two cases here, both simulations of galaxy formation within cosmological volumes of (20Mpc)^3, one at extremely low resolution, with 16^3 cells, and the other a cutout from a simulation with 512^3 cells.
Note that this animation is a scripted frame capture of an -interactive- WebGL application, available at: cfa.harvard.edu/~dnelson/
Loading more stuff…
Hmm…it looks like things are taking a while to load. Try again?