Generating 3D Terrain with 2D Cellular Automata
| dc.contributor.author | Fachada, Nuno | |
| dc.contributor.author | Rodrigues, António R. | |
| dc.contributor.author | de Andrade, Diogo | |
| dc.contributor.author | Lopes, Phil | |
| dc.contributor.institution | COPELABS - Cognitive and People-centric Computing | |
| dc.contributor.institution | HEI-LAB - Human Environment Interaction Lab | |
| dc.date.accessioned | 2025-07-29T16:30:00Z | |
| dc.date.available | 2025-07-29T16:30:00Z | |
| dc.date.issued | 2024-06-01 | |
| dc.description.abstract | This paper presents an initial exploration on the use of 2D cellular automata (CA) for generating 3D terrains through a simple yet effective additive approach. By experimenting with multiple CA transition rules, this preliminary investigation yielded aesthetically interesting landscapes, hinting at the technique's potential applicability for real-time terrain generation in games. | en |
| dc.identifier.citation | Fachada, N, Rodrigues, A R, de Andrade, D & Lopes, P 2024 'Generating 3D Terrain with 2D Cellular Automata'. https://doi.org/10.48550/arXiv.2406.00443 | |
| dc.identifier.doi | https://doi.org/10.48550/arXiv.2406.00443 | |
| dc.identifier.uri | http://hdl.handle.net/10437/15450 | |
| dc.language.iso | eng | |
| dc.rights | openAccess | |
| dc.subject | COMPUTER GAMES DESIGN | |
| dc.subject | COMPUTER GAMES | |
| dc.subject | CELULAR AUTOMATON | |
| dc.subject | DESIGN DE JOGOS DE COMPUTADOR | |
| dc.subject | JOGOS DE COMPUTADOR | |
| dc.subject | AUTÓMATO CELULAR | |
| dc.title | Generating 3D Terrain with 2D Cellular Automata | en |
| dc.type |
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