L-systems can be used to generate fractals. In this paper L-systems with a standard turtle alphabet are combined with L-systems which emulate simple number sequences. The combination of two such L-systems is achieved by concatenating their axioms as well as merging their rule sets. This can happen in several ways, depending in part on the sequence in which axioms and right-hand sides of rules are concatenated. The purpose of this paper is to combine these two applications of L-systems to generate novel fractals. A turtle interpretation is applied to the yield of the generated hybrid L-systems resulting in new fractal images.
2
Dostęp do pełnego tekstu na zewnętrznej witrynie WWW
In today's world, when it is so important to use every piece of land for a particular purpose, both economically and ecologically, identifying optimal land use is a key issue. For this reason, an analysis of the optimal land use in a section of the city of Olsztyn, using the L-system Urban Development computer program, was chosen as the aim of this paper. The program uses the theories of L-systems and the cartographic method to obtain results in the form of sequences of productions or maps. For this reason, the first chapters outline both theories, i.e. the cartographic method to identify optimal land use and Lindenmayer grammars (called L-systems). An analysis based on a fragment of the map of Olsztyn was then carried out. Two functions were selected for the analysis: agricultural and forest-industrial. The results are presented as maps and sequences in individual steps.
This article describes an algorithm for procedural generation of underground systems with terrain features, by processing set of schematic maps. L-system and cellular automata are used to generate final system shapes. Most of existing algorithms are not suitable for application in computer games, since they usually lack any considerable level of control, require large amount of computation or produce overly complex meshes. We present our solution, that can produce editable 3D objects from very simple input, with high level of control over final system layout. We also allow evaluation at every key step of generation process. Presented approach incorporates placement of various terrain features with stalactites, stalagmites and columns as an example of such elements. Obtained results can be used in computer games or similar applications.
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.