Generating Patterns on the Triangular Grid by Cellular Automata including Alternating Use of Two Rules

M. Saadat, B. Nagy
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引用次数: 1

Abstract

Various patterns and figures are used widely in image processing including tests of various algorithms, compressing images and also creating/displaying them in computer games. In this paper binary image generation is studied on the triangular grid. On the one hand, the triangular grid has better symmetric properties than the square grid, while on the other hand, the number of closest neighbors of a pixel is less than it is on the square grid. In this way, cellular automata based on the closest neighbors are simpler than similar automata on the square grid, but the generated pictures may be more sophisticated. In our binary cellular automata the state (color) of the closest three neighbors and the pixel's own state determine the next state; we use life-like deterministic cellular automata. In our novel approach we combine two different automata (rules) such that we use them alternately for the picture generation. Various patterns, including highly symmetric mandala type patterns, as well as, airplanes, trees etc. are shown as examples. Some general ideas and hints are also given.
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利用元胞自动机在三角形网格上生成图案,包括交替使用两个规则
各种图案和图形广泛用于图像处理,包括各种算法的测试、压缩图像以及在电脑游戏中创建/显示图像。本文研究了三角网格上二值图像的生成。一方面,三角形网格比正方形网格具有更好的对称特性,另一方面,一个像素的最近邻数量比正方形网格少。这样,基于最近邻的元胞自动机比基于方形网格的类似自动机更简单,但生成的图像可能更复杂。在我们的二元元胞自动机中,最近的三个邻居的状态(颜色)和像素自身的状态决定了下一个状态;我们使用类似生命的确定性细胞自动机。在我们的新方法中,我们结合了两个不同的自动机(规则),以便我们交替使用它们来生成图像。各种各样的图案,包括高度对称的曼陀罗式图案,以及飞机、树木等都是例子。并给出了一些总体思路和提示。
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