Generating 3D Terrain with 2D Cellular Automata

dc.contributor.authorFachada, Nuno
dc.contributor.authorRodrigues, António R.
dc.contributor.authorde Andrade, Diogo
dc.contributor.authorLopes, Phil
dc.contributor.institutionCOPELABS - Cognitive and People-centric Computing
dc.contributor.institutionHEI-LAB - Human Environment Interaction Lab
dc.date.accessioned2025-07-29T16:30:00Z
dc.date.available2025-07-29T16:30:00Z
dc.date.issued2024-06-01
dc.description.abstractThis 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.citationFachada, 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.doihttps://doi.org/10.48550/arXiv.2406.00443
dc.identifier.urihttp://hdl.handle.net/10437/15450
dc.language.isoeng
dc.rightsopenAccess
dc.subjectCOMPUTER GAMES DESIGN
dc.subjectCOMPUTER GAMES
dc.subjectCELULAR AUTOMATON
dc.subjectDESIGN DE JOGOS DE COMPUTADOR
dc.subjectJOGOS DE COMPUTADOR
dc.subjectAUTÓMATO CELULAR
dc.titleGenerating 3D Terrain with 2D Cellular Automataen
dc.type

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