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1

For each visible voxel side you need to iterate over all triangles and find if ray from voxel side normal intersects that particular triangle. Having intersection point you can then calculate barycentric coordinates of this point within intersected triangle. And with barycentric coordinates you can calculate UV of intersection point and therefore sample ...

2

It seems to be just a scalar Bezier function to me, where the second coefficient is determined by $a$ $$(1-x)^2 + a 2 (1-x) x,$$ here $a \in [0, 1]$ is a normalized percentage. This gets you pretty close to the function that is graphed, but the function will not be as flat for $a = 0$ and $a = 1$. I suspect the function is of a higher degree: (1-x)^3 + a 3(...

3

You might want to check matplotlib-cpp. You'll find a "funny-looking xkcd-styled example" in the README. I also saw xkcd related entries on matplotlib's Python documentation. So, it should be available in Python too. However, I did not use these libraries myself. I just stumbled upon matplotlib-cpp while I was looking for a plotting library for C++....

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