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Voronoi Cells

A field of glowing cells with bright veins between them and a nucleus in each, drifting on closed orbits like cells under a microscope. Loops perfectly.

Background, V1 Effects3DSeamless loop, verified233 lines of codev1.0.0

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Voronoi Cells preview
Starting live preview…
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Live, running the real source at reduced resolution.

Your current settings go with it. Combine several clips and hand them over together from your sequence.

Effect controls

Presets

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The preview runs the same code your AI receives. These settings travel with the hand-off.

Info

What it is

A field of glowing cells, like cells under a microscope or the cracks in dried mud lit from beneath. Seed points drift on small closed orbits; every pixel finds its nearest and second-nearest point, so each cell is filled with a soft gradient, the borders between cells glow as thin bright veins, and every point has a bright nucleus. Each point makes whole orbits per loop, so it repeats seamlessly. Choose how many cells fit across the picture, the colours (ember, ocean, moss or mono), how far the points travel, how bright and thin the veins are and the seed.

Reuse it in your own idea

  • Biotech title: Ember cells.
  • Calm science: Ocean, fine.
  • Organic: Moss, big and slow.

Which part is reusable

src/voronoi-cells.js is the ingredient your AI reuses. demo.js is only the example scene around it, and uses the demo harness only for the demo.

Good to know

  • Fine, bright veins on moving cells can shimmer when compressed to small video sizes.
  • Cells are 2D and flat; there is no depth.

Technical details

Technical details
Implementation
Three.js 0.185.1 (WebGL) · ES module src/voronoi-cells.js
Exports
  • createVoronoiCells({ scale?, palette?, orbit?, veins?, seed? }) => { scene, camera, setSize(width, height), update(time, loopSeconds), dispose() }
  • createBloomPass(renderer, { width, height, glow?, exposure?, grain? }) => { render(scene, camera, output?), dispose() }
  • PALETTES: { ember, ocean, moss, mono }
Dependencies (exact)
  • three@0.185.1 (source) — Renderer and a full-screen shader material.
  • apw-runtime@1.0.0 (demo) — Demo harness.
How it fits a scene

Coordinates: Screen-centred, ±1 vertically, scaled by the cell count; one seed point per grid cell.

Lighting: Self-lit; the bloom gives the glow.

Timing: update(time, loopSeconds) sets the loop phase; frames render in any order.

Output
1080×1080, 30 fps, 10 s · procedural (computed from the frame number) · seamless loop — Every point makes a whole number of laps of its orbit per loop, so the last frame meets the first.
Tested
Rendered 300 frames on 2026-10-08 in Chrome 154.0.8037.97 headless on Linux 7.0.0-38-generic (x64), Node 22.14.0 (WebGL 2 via SwiftShader (software)). Same frame twice from fresh pages: identical. Loop: Frame 0 vs end state (progress 1): mean |Δ| 0.0000, max |Δ| 0 of 255.
Performance
One full-screen fragment shader with nine point lookups per pixel, plus the bloom: about 2 ms a frame at 1080² on an integrated Intel GPU. Software WebGL renders in about two seconds a frame.
Export a video yourself
Download the source, then in the folder: npm install npm run render -- voronoi-cells/1.0.0 --out my-video.mp4Needs Node 18+, ffmpeg and Chrome/Chromium. Add --params my-settings.json (from Copy settings) for your own settings.
Version
1.0.0 · sha256:dec4d650a270448e…
Files
License
MIT. Copyright (c) 2026 AI Pixel Wizard. Released under the MIT License. See LICENSE in this folder. License details
Provenance
Original code written for AI Pixel Wizard in October 2026, to the catalog quality bar (docs/QUALITY.md).
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