TITLE: Life NAME: Byron Bashforth COUNTRY: Saskatchewan, Canada EMAIL: bnb121@mail.usask.ca WEBPAGE: http://www.cs.usask.ca/grads/~bnb121 TOPIC: Metamorphosis COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. MPGFILE: bb_life.mpg RENDERER USED: povray 3.02 for UNIX and Windows TOOLS USED: custom software (written with VC++ 5.0) mpeg_encode CREATION TIME: rendering: 80.2 hrs encoding: 0.5 hrs HARDWARE USED: 1 Dec Alpha 2100 with 4 190-MHz CPUs and 256 MB of memory 2 Dec Alpha 3000's with a 150-MHz CPU and 96 MB of memory 1 Micron PC with 2 200-MHz Pentium-Pro CPUs and 128 MB of memory ANIMATION DESCRIPTION: On some unnamed moon in a quiet nook of the cosmos, John Conway's Game of Life exists on a scale not imagined by John himself. VIEWING RECOMMENDATIONS: The animation was encoded to play at about 24 fps (41 seconds). DESCRIPTION OF HOW THIS ANIMATION WAS CREATED: - i n t r o d u c t i o n - In the course of doing a little research into artificial intelligence a few years ago, I came across John Conway's Game of Life (GOL). More of a thought experiment than a game, GOL illustrates how the application of simple rules can create very complex behaviours (theoretically analogous to how simple neurons in our brain interact to create intelligence). In the Game of Life, "organisms" live and die in the cells of a rectangular grid. The rules are simple: If an organism has more than 4 neighbours alive, it dies of overcrowding. If it has 1 or 0 neighbors, loneliness kills it. However, 2 or 3 neighbours is just right to keep the organism healthy and happy. If exactly 3 organisms surround an empty cell (where an organism has previously died), a new organism will be born in that cell. It should also be noted that all births and deaths take place at the same time. Despite these simple rules, the Game of Life produces fascinating and complicated patterns of interaction. Structures seem to emerge out of the apparent chaos. I've even seen boolean equations and addition circuits implemented inside GOL. In this animation, a 40x40 grid was randomly initialized and the life algorithm was applied. The animation shows the progress from about the 30th to the 55th generation of organisms. If you're familar with GOL, you can see a few stable "blocks" and "blinkers" form near the end of the animation. For more information, you can check out these pages (which I found useful): http://www.student.nada.kth.se/~d95-aeh/lifeeng.html http://www.mindspring.com/~alanh/life/ - a p p l i c a t i o n - I thought GOL would be an interesting angle on the metamorphosis topic. On one level, you have the shape of each organism changing as it progresses through its life cycle. On another level, you can see the patterns and shapes within the garden of organisms continually evolve. - c o n s t r u c t i o n - Custom software was written to control the Game of Life algorithm. Within this, the software manages each organism's life cycle and each particle of "volatile fluid" discharged. The program generates a POV-Ray script for each frame of the animation (there was over 1000 in total). The objects in the scene are straight-forward and were all modelled by hand. Each organism is a lathe object that is scaled appropriately as it grows, spews, and dies. The hills in the background are painted on the inside of a cylinder that surrounds the organisms and camera. I was very pleased with the appearance of the planet and moons through the atmosphere. This effect took me a little while to figure out...although the final solution is not very difficult. The planets are just ambiently bright, coloured spheres with a gradient texture layered on top of the planet surface. This uppermost texture is a bright white on the _dark_ side of the planet and gradually changes to be completely transparent on the sunny side. The "atmosphere" is another sphere placed between the camera and the planets which _filters_ the light coming from the planets. The white areas are filtered to be the same colour as the atmosphere (giving the illusion of the planet's dark side) while the non- white areas of the planet appear darker through the atmosphere and show the surface detail. Finally, an ambiently bright, white sphere was placed beyond the planets in order to make the rest of the atmosphere show. As a side note, the gas giant's texture was derived from a NASA photograph (used with permission) of Neptune. - a c k n o w l e d g e m e n t s - Thanks to the people and system administrators of the Computer Science Department at the University of Saskatchewan for tolerating the use (abuse?) of their computers in rendering this project. Special thanks to the Vision research group (of which I'm a member) for the use of their disk space. Thanks to David Seal at Jet Propulsion Laboratory for the photo of Neptune. (You can find his excellent collection of planetary maps at http://maps.jpl.nasa.gov/)