About Voronoi Pulse Cells
How it works
Voronoi tessellation is computed in the fragment shader using the standard distance-to-nearest-seed-point algorithm. Seed points are initialized with seeded positions and drift according to audio-modulated velocity vectors. Each cell is assigned a frequency band, and its fill color intensity is driven by that band's energy. Cell edges are detected by comparing distances to the nearest and second-nearest seed points, with edge glow intensity tied to overall RMS energy. The number of seed points (and therefore cells) is dynamically adjusted based on spectral complexity -- more complex audio produces more, smaller cells.
Audio Features
- ▸ Frequency Bands
- ▸ RMS Energy
- ▸ Spectral Complexity
- ▸ Beat Detection
Best For
- ▸ Tech House & Deep House
- ▸ Generative Art
- ▸ Science & Biology Content
- ▸ Minimal Techno
MusicMind Engine
Section Detection (L1) adjusts cell count per song section for visual density changes, Build Detection (L5) triggers rapid cell division on energy ramps, and Spatial Intelligence (L8) biases seed-point drift direction based on stereo panning information.
Learn how MusicMind analyzes music →