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Generating 3D Terrain with 2D Cellular Automata This paper explores the use of 2D cellular automata (CA) to generate 3D terrains through a simple additive approach. Experimenting with multiple CA transition rules produced aesthetically interesting,...

⛰️ Realistic landscapes can be generated by stacking iterations of 2D #cellularautomata into heightmaps! New paper to be presented at #IEEECoG next week.

💪With António Rodrigues, Diogo de Andrade, and @phil-lopes.com

👌 #ULusofona, #HEILab, #CTS/#UNINOVA, #FCT

ieeexplore.ieee.org/document/111...

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Liminal Procedural Horror This article introduces a method for exploring liminal horror environments using a modified Wave Function Collapse algorithm. This approach employs real-time generated regions to create infinite, non-...

👹 New paper by Diogo Andrade where we propose a modified #WFC algorithm to generate unpredictable liminal #horror environments that heighten player unease. Diogo will be presenting it next week at #IEEECoG 2025 at @istecnico.bsky.social in #Lisbon.

ieeexplore.ieee.org/document/111...

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