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Скачать или смотреть Steve's Generative Art. Squares 15 - 3D Cellular Automata

  • Steven's Generative Art
  • 2024-09-03
  • 63
Steve's Generative Art. Squares 15 - 3D Cellular Automata
Generative ArtComputer ArtProcessingCreative CodingDigital ArtCellular Automata3D3D Cellular AutomataCA
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Описание к видео Steve's Generative Art. Squares 15 - 3D Cellular Automata

Generative Art created using Processing.

As part of a series of works based around squares - this one creates a series of Cellular Automata in 3D space.

Beginning with a 3D grid of 100 x 100 x 100 cells (1 million cells), a start position is generated.

Then rules are applied to each cell in each generation (in this case each frame of video) based on a count of their neighbours. In 3D space each cell has 26 neighbours in this iteration of CA. Also, in this iteration of CA, only two states exist (alive / dead).

For every cell that is “alive” (i.e. has colour) a rule determines whether the cell remains alive or is killed-off.

In the same way, for every cell that is “dead” (i.e. is blank) a rule determines whether the cell remains dead or is “born” (becomes alive).

There are 5 versions of the CA each with different rules. The last one is in higher resolution of 200 x 200 x 200 cells (8 million cells).

For details of the rules used for each section of the video, see the explanation of the rules at the end of this description. As a matter of interest, very small changes to the parameters of the rules makes significant changes to the output.

Also note that, when it comes to counting neighbours, the cells at faces of the boundary “Wrap-around” to the opposite face. That is why the CA can sometimes be seen to “jump” across.

A video of Generative Art can only show a snapshot of the work; the full computer code version can generate infinite sets of 3D CA.


The music track is Footsteps Underwater by JAde Wii; taken from the YouTube Studio Audio Library and chosen for its synchronicity.

If you appreciate this work, please "Like" it and also subscribe to my channel.

This will help encourage me to produce further works and publish them.

Thank you,

Steve

The rules used:

Version 1:
Start position = 6% density of live to dead cells grouped within 80 pixels from the centre of the boundary.
Rules = if cell is alive, it remains alive if it has 8 or more neighbours (of 26), else it dies.
If cell is dead, it is born if it has between 8 and 10 neighbours or 15 to 19 neighbours.

Version 2:
Start position = 5% density of live to dead cells spread randomly within the boundary.
Rules = if cell is alive, it remains alive if it has between 3 and 8 neighbours (of 26), else it dies.
If cell is dead, it is born if it has between 8 and 11 neighbours or 15 to 18 neighbours.

Version 3:
Start position = 57% density of live to dead cells spread randomly within the boundary.
Rules = if cell is alive, it remains alive if it has between 3 and 4 neighbours (of 26), else it dies.
If cell is dead, it is born if it has between 7 and 8 neighbours or 17 to 18 neighbours.

Version 4:
Start position = 8% density of live to dead cells grouped within 180 pixels from the centre of the boundary.
Rules = if cell is alive, it remains alive if it has between 2 and 3 neighbours (of 26), else it dies.
If cell is dead, it is born if it has between 6 and 7 neighbours or exactly 14 neighbours.

Version 5:
8,000,000 cells (200 x 200 x 200)
Start position = 7% density of live to dead cells grouped within 180 pixels from the centre of the boundary.
Rules = if cell is alive, it remains alive if it has between 3 and 4 neighbours (of 26), else it dies.
If cell is dead, it is born if it has between 6 and 7 neighbours or exactly 14 neighbours.

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