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3d Cellular Automata rendered using an efficient raymarching algorithm.

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Jaminima/Cellular-Automata-Traced

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Visual artifacts such as ghosting are due to the gif encoder used.

The Evolution in pictures

First B/W Rendering

Automata composes of simple booleans to store state.
Renderer uses very a simple fixed ray marching algorihm.

Flat Rendering of Squares

Automota booleans swapped for RGB values.
Renderer updated to support the new color space.

Squares Have Visible Depth

By reducing the increment size of the ray marching we can more accuratley detect collisions.

Smaller Rendering Steps

Further reduce incrment to get a finer quality of image.

Render Using More Efficient Technique

By detecting possible {x,y,z} intersects we can ensure that each ray march will be calculating a unique collision. Rather than possibly hitting the same empty square many times over while marching through its volume.

Cellular Rules are Applied

Simple rules are applied to each square every second, using their neighbours states to determine its own.

View Distance Effect More Visible

A thatched grid pattern becomes visible on squares at the edge of the render distance.
The exact cause of this is unkown (for now).

More Visible Rules

Cells dissapear and new white cells appear into the world.

Average Color for new cells

Brand new cells use the average color of its neighbours.

World Border

Border Effect at the edge of the world

Chaoticly Growing Automota

A rather interesting growth from a small original set of cells.

Reduced Tracing Aliasing

To allow reduced tracing to function, it is neccesarry to fill in blanks around each ray. This causes a fuzzy effect but gains us 7FPS on 35FPS. The effect is shown below. Original Left, Reduced Right.

Flying Round The World

An explore of the evolving world

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3d Cellular Automata rendered using an efficient raymarching algorithm.

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