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From: Thomas de Groot
Subject: Re: CA shell (132k jpg)
Date: 30 Mar 2009 02:39:25
Message: <49d0691d$1@news.povray.org>
[speechless]

Thomas


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From: Bill Pragnell
Subject: Re: CA shell (132k jpg)
Date: 30 Mar 2009 05:15:00
Message: <web.49d08d3bd610c01d6dd25f0b0@news.povray.org>
stbenge <^@hotmail.com> wrote:
> Here is a cellular automata simulation I created in POV. It's a very
> common version that you see everywhere, but I thought it would look nice
> as a shell. I wasn't striving for realism, though to figure out a way to
> make an actual shell would be nice :)

Beautiful.

I've wondered before about ways to realistically texture mollusc shells, and
this appears to be it! It might not even be too far from how it actually
happens in reality.

I too would be interested to see a blob version.

Bill


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From: Paolo Gibellini
Subject: Re: CA shell (132k jpg)
Date: 30 Mar 2009 10:59:32
Message: <49d0de54$1@news.povray.org>
Oooh.
Beautiful both the image and the concept.
;-)
Paolo

 >stbenge  on date 30/03/2009 02:11 wrote:
> Hello everyone,
> 
> Here is a cellular automata simulation I created in POV. It's a very 
> common version that you see everywhere, but I thought it would look nice 
> as a shell. I wasn't striving for realism, though to figure out a way to 
> make an actual shell would be nice :)
> 
> The CA sim is a long strip. An array was used to store two levels of 
> cell history. The spheres comprising the shell hold the entire history 
> of the sim.
> 
> Questions and comments are welcome, as always~
> 
> Sam
> 
> ------------------------------------------------------------------------
>


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From: clipka
Subject: Re: CA shell (132k jpg)
Date: 30 Mar 2009 13:00:01
Message: <web.49d0f973d610c01df708085d0@news.povray.org>
stbenge <^@hotmail.com> wrote:
> clipka wrote:
> > stbenge <^@hotmail.com> wrote:
> >> Questions and comments are welcome, as always~
> >
> > My, that's purdie!
> >
> > Tried this as a blob?
>
> Thanks.
>
> Sure, I thought about it. I don't like to think of what the render time
> would be though. I might give it a shot, for another object perhaps.

Actually, I recently replaced several thousands of randomly placed spheres in
some scene with blobs, not for "blobification" but just for speedup. Seems like
the internal bounding of blobs is significantly more effective than the standard
boxing approach.

But that may also differ depending on other circumstances; for instance, those
spheres were scattered quite sparsely about, so the main load was not to
compute intersection points, but to verify that no intersection points had to
be computed in the first place.


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From: Darren New
Subject: Re: CA shell (132k jpg)
Date: 30 Mar 2009 13:19:33
Message: <49d0ff25$1@news.povray.org>
stbenge wrote:
> Questions and comments are welcome, as always~

Wolfram, move over.  Very pretty.

-- 
   Darren New, San Diego CA, USA (PST)
   There's no CD like OCD, there's no CD I knoooow!


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From: Jim Charter
Subject: Re: CA shell (132k jpg)
Date: 30 Mar 2009 19:05:51
Message: <49d1504f$1@news.povray.org>
stbenge wrote:

I remember a time when I actually understood what you were doing.

You always seem to arrive at these things so casually.  Like you back 
into the discovery while doing something else.

Intriguing in the possibilities hinted at.  Could 'Cellular Automata' be 
implemented as a POV procedural pattern?

Could the building blocks be actual building blocks, like bricks or 
something?

-Jim


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From: stbenge
Subject: Re: CA shell (132k jpg)
Date: 31 Mar 2009 02:07:10
Message: <49d1b30e@news.povray.org>
Thomas de Groot wrote:
> [speechless]
> 
> Thomas
> 

:)


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From: stbenge
Subject: Re: CA shell (132k jpg)
Date: 31 Mar 2009 02:13:55
Message: <49d1b4a3@news.povray.org>
Bill Pragnell wrote:
> stbenge <^@hotmail.com> wrote:
>> Here is a cellular automata simulation I created in POV. It's a very
>> common version that you see everywhere, but I thought it would look nice
>> as a shell. I wasn't striving for realism, though to figure out a way to
>> make an actual shell would be nice :)
> 
> Beautiful.
> 
> I've wondered before about ways to realistically texture mollusc shells, and
> this appears to be it! It might not even be too far from how it actually
> happens in reality.

I sometimes wonder how certain shells have come to have such patterns on 
them. There is one CA sim based on Pascal's triangle which produces 
Sierpinki-esqu patterns, and I have seen something strikingly similar on 
a real shell. How does it happen?

> I too would be interested to see a blob version.

It might just happen :)


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From: stbenge
Subject: Re: CA shell (132k jpg)
Date: 31 Mar 2009 02:14:16
Message: <49d1b4b8$1@news.povray.org>
Paolo Gibellini wrote:
> Oooh.
> Beautiful both the image and the concept.
> ;-)
> Paolo

Thank you Paolo!


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From: stbenge
Subject: Re: CA shell (132k jpg)
Date: 31 Mar 2009 02:15:53
Message: <49d1b519$1@news.povray.org>
Darren New wrote:
> stbenge wrote:
>> Questions and comments are welcome, as always~
> 
> Wolfram, move over.

I know you must be kidding.

> Very pretty.

Thanks :)


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