Phyllo Offset
size(200,200);
smooth();
background(255);
fill(0);
noStroke();
int nbr_circles = 200;
float deviation = 5/8.0;
float phi = (sqrt(5)+1)/2 - 1; // golden ratio
float golden_angle = phi * TWO_PI; // golden angle
float lg_rad = width * .45;
float lg_area = sq(lg_rad) * PI;
float mean_area = lg_area / nbr_circles;
float min_area = mean_area * (1-deviation);
float max_area = mean_area * (1+deviation);
float cum_area = 0;
float fudge = .87; // Fudge factor, since our circles don't actually fill up space entirely.
float cx = width/2;
float cy = height/2;
for (int i = 1; i <= nbr_circles; ++i) {
float angle = i*golden_angle;
float ratio = i / (float) nbr_circles;
float sm_area = min_area + ratio * (max_area - min_area);
float sm_dia = 2 * sqrt( sm_area / PI );
float adj_sm_dia = sm_dia * fudge;
cum_area += sm_area;
float spiral_rad = sqrt( cum_area / PI );
float x = cx + cos(angle) * spiral_rad;
float y = cy + sin(angle) * spiral_rad;
ellipse(x, y, adj_sm_dia, adj_sm_dia);
}