3D Cellular Automata — Kling Labs ================================ The simulation and renderer are original implementations for Kling Labs. No Softology source code, images, music or rendered videos are included. Rule reference and inspiration: Jason Rampe, Softology: "3D Cellular Automata", 28 December 2019. https://softologyblog.wordpress.com/2019/12/28/3d-cellular-automata-3/ The author's corrections and clarifications of 22 April 2020 and 18 February / 31 May 2021 are followed: only state 1 is alive and counted. S / B / C / neighbourhood presets from the published catalogue: Pyroclastic: 4-7 / 6-8 / 10 / Moore Coral: 5-8 / 6-7,9,12 / 4 / Moore Clouds 1 (displayed as Clouds): 13-26 / 13-14,17-19 / 2 / Moore Crystal Growth 1 (displayed as Crystal): 0-6 / 1,3 / 2 / von Neumann Architecture: 4-6 / 3 / 2 / Moore All updates are synchronous, using separate old/new grids. 0 is empty; 1 is active; states 2 through C-1 are refractory. Birth requires state 0 and a neighbour count in B. Survival requires state 1 and a count in S. Refractory cells increment until they become 0, regardless of the neighbour count. They never contribute to that count. The centre is excluded: Moore has 26 neighbours; von Neumann has six. Grid boundaries are empty, not periodic. Random seeds are reproducible. Crystal uses a single seed cell, so changing the random seed does not change its deterministic initial state. The browser reports actual generation and population, including the short initial warmup. Presentation: ray/box intersection with Amanatides–Woo-style 3D voxel traversal, local occlusion and a traced directional shadow in focus mode. Cell-scale interpolation is visual only and does not modify the model. Cutaway removes cells only from rendering. Camera, palette, lighting and rotation do not change the automaton. CPU-only presentation is a simpler depth-sorted projection of the same actual cells, without raytraced shadows. The zoom range is 0.65x to 10x. Above 2.5x, additional optical magnification keeps the camera outside the volume rather than moving it through cells. Both presentation paths use the same projection. Retina rendering and a spatial edge-antialiasing pass smooth the GPU image without temporal trails. Five additional artistic palettes are available: glowing lava, aurora, bioluminescence, frost crystal, and copper/gold. Palette gradients depend on cell position, active age and refractory state, not physical temperature. The first three use an emission mask and quarter-resolution separable bloom; only visible emitting cells seed the glow. Original palettes skip these passes. All eight palettes have CPU fallback colours, without expensive per-cell blur. Focus volume: 64^3. Animated gallery preview: 36^3. GPU-free Windows static preview: 30^3. Each smaller preview is its own simulation, not a downsample of the focus volume. Rules are mathematical demonstrations, not validated models of actual rocks, clouds, coral or other living tissue.