I am working on a procedural placement system on the GPU, inspired by the work done by Guerrilla Games in Horizon Zero Dawn: https://www.guerrilla-games.com/read/gpu-based-procedural-placement-in-horizon-zero-dawn
On slide 28 they are showing a sampling pattern, which they use to determine whether to place an object or not. The pattern consists of evenly distributed points, each with a threshold value, which they test a artist-authored density map against.
The threshold values are picked, such that they are evenly distributed and maximize the distance to neighboring sample points.
I have looked into circle packing on a unit square to generate the sampling points, and this seems fine.
The point I am having trouble with is how to create the threshold values with the specified requirement (even distribution between 0 and 1 and maximizing the distance to neighbors). Can someone point me in the right direction, as to how to achieve this? Thanks in advance.