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1 Aug 2024 04:10:47 EDT (-0400)
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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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From: stbenge
Subject: Re: CA shell (132k jpg)
Date: 31 Mar 2009 02:54:12
Message: <49d1be14@news.povray.org>
Jim Charter wrote:
> stbenge wrote:
> 
> I remember a time when I actually understood what you were doing.

It's as easy as Pascal's triangle, and only gets better from there.

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

Sometimes that is the case. This time I had made the discoveries some 
time ago, but never put them together to produce an image like this one.

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

I know it can, because I managed to do it. Attached is an example of the 
pattern so far. This is just one of many possibilities. This particular 
image exhibits the pattern's ability to exceed POV's 256 entry limit for 
the color_map function. I can exceed that number vertically, but not 
horizontally, for to do so might eat too much memory. I can make really 
long strips with this, a total of 255*128 cells. This one, stretched 
out, would be only four times its current height. Rendering the full 
length version caused my computer to start swapping the hard drive 
earlier today.

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

Yes. To make it "physical" you could use inside() tests to check space 
for previously placed cells. By doing this you could break free of the 
usual grid restraints.

Sam


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Attachments:
Download 'capattern0_31.jpg' (154 KB)

Preview of image 'capattern0_31.jpg'
capattern0_31.jpg


 

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