This is the complementary article to the short documentary about Conway’s Game of Life. Join me, as we celebrate the 50th anniversary of its original publication in the October 1970 issues of Scientific American.

# Science

There are 22 posts filed in **Science** (this is page **1** of **3**).

# The AI of Creatures

This is the complementary article to the short documentary titled “The AI of Creatures“, which provides links, references and resources for you to delve further into the world of Creatures.

Join me as we travel back in time to revisit this old classic that literally made the history of Artificial Intelligence AND Artificial Life.

# From an Outbreak to an Epidemic

This online course introduces the topic of modelling and simulating epidemics. If you are interested in understanding how Mathematicians, Programmers and Data Scientists are studying and fighting the spread of diseases, this series of posts is what you are looking for.

The third, and final part of this course will focus on different strategies that can be used to explore different mechanisms of transmission, and possible interventions.

- Part 1. The Mathematics of Epidemics
- Part 2. Simulating Epidemics
**Part 3. From an Outbreak to an Epidemic**

This online course is inspired by the recent COVID-19 pandemic. Now more than ever we need skilled and passionate people to focus on the complex subject of Epidemiology. I hope these articles will help some of you to get started.

All the revenue made from this article through Patreon will be donated to the National Emergencies Trust (NET) to help those most affected by the recent coronavirus outbreak. If you have recently become a patron for this reason, get in touch and I will add your contribution.

# Simulating Epidemics

This is the second part of the online course dedicated to the modelling and simulating of epidemics. If you are interested in understanding how Mathematicians, Programmers and Data Scientists are studying and fighting the spread of diseases, this series of posts is what you are looking for.

In the second part, we will focus on ways to simulate epidemics. While the code here presented is in C# and runs in Unity, the knowledge can be applied to virtually any other language or engine.

You can read the rest of this online course here:

- Part 1. The Mathematics of Epidemics
**Part 2. Simulating Epidemics**- Part 3. From an Outbreak to an Epidemic

This online course is inspired by the recent COVID-19 pandemic. Now more than ever we need skilled and passionate people to focus on the complex subject of Epidemiology. I hope these articles will help some of you to get started.

All the revenue made from this article through Patreon will be donated to the National Emergencies Trust (NET) to help those most affected by the recent coronavirus outbreak. If you have recently become a patron for this reason, get in touch and I will add your contribution.

And if you are interested in learning more about the virus responsible for the COVID-19 epidemics, SARS-CoV-2, have a look at the semi-serious video down below.

# Understanding the Technology Behind DeepFakes

You can read all the posts in this series here:

- Part 1. An Introduction to DeepFakes and Face-Swap Technology
- Part 2. The Ethics of Deepfakes
- Part 3. How To Install FakeApp
- Part 4. A Practical Tutorial for FakeApp
- Part 5. An Introduction to Neural Networks and Autoencoders
**Part 6. Understanding the Technology Behind DeepFakes**- Part 7. How To Create The Perfect DeepFakes

# An Introduction to Neural Networks and Autoencoders

You can read all the posts in this series here:

- Part 1. An Introduction to DeepFakes and Face-Swap Technology
- Part 2. The Ethics of Deepfakes
- Part 3. How To Install FakeApp
- Part 4. A Practical Tutorial for FakeApp
**Part 5. An Introduction to Neural Networks and Autoencoders**- Part 6. Understanding the Technology Behind DeepFakes
- Part 7. How To Create The Perfect DeepFakes

# A Journey Through the Atmosphere

This post describes how to model the density of the atmosphere at different altitude. This is a critical step, since the atmospheric density is one of the parameters necessary to correctly calculate the Rayleigh scattering.

You can find all the post in this series here:

- Part 1. Volumetric Atmospheric Scattering
- Part 2. The Theory Behind Atmospheric Scattering
- Part 3. The Mathematics of Rayleigh Scattering
**Part 4. A Journey Through the Atmosphere**- Part 5. A Shader for the Atmospheric Sphere
- Part 6. Intersecting The Atmosphere
- Part 7. Atmospheric Scattering Shader
- 🔒 Part 8. An Introduction to Mie Theory

You can **download** the **Unity package** for this tutorial at the bottom of the page.

# The Mathematics of Rayleigh Scattering

This post introduces the Mathematics of Rayleigh Scattering, which is the optical phenomenon that causes the sky to appear blue. The equations derived in this tutorial will be translated into shader code in the next tutorial.

You can find all the post in this series here:

- Part 1. Volumetric Atmospheric Scattering
- Part 2. The Theory Behind Atmospheric Scattering
**Part 3. The Mathematics of Rayleigh Scattering**- Part 4. A Journey Through the Atmosphere
- Part 5. A Shader for the Atmospheric Sphere
- Part 6. Intersecting The Atmosphere
- Part 7. Atmospheric Scattering Shader
- 🔒 Part 8. An Introduction to Mie Theory

You can **download** the **Unity package** for this tutorial at the bottom of the page.

# The Theory Behind Atmospheric Scattering

This is the second part of the tutorial on volumetric atmospheric scattering. In this post we will start deriving the equations that govern this complex, yet beautiful optical phenomenon.

You can find all the post in this series here:

- Part 1. Volumetric Atmospheric Scattering
**Part 2. The Theory Behind Atmospheric Scattering**- Part 3. The Mathematics of Rayleigh Scattering
- Part 4. A Journey Through the Atmosphere
- Part 5. A Shader for the Atmospheric Sphere
- Part 6. Intersecting The Atmosphere
- Part 7. Atmospheric Scattering Shader
- 🔒 Part 8. An Introduction to Mie Theory

You can **download** the **Unity package** for this tutorial at the bottom of the page.

# Volumetric Atmospheric Scattering

If you have lived long enough on planet Earth, you might have wondered why the sky is usually blue, yet red at sunset. The optical phenomenon which is (mostly) responsible for that is called **Rayleigh scattering**. This tutorial will explain how to model atmospheric scattering to reproduce many of the visual effects that planets exhibit. And if you want to render physically accurate visuals for alien planets, this is *definitely* the tutorial you’ve been looking for.

You can find all the post in this series here:

**Part 1. Volumetric Atmospheric Scattering**- Part 2. The Theory Behind Atmospheric Scattering
- Part 3. The Mathematics of Rayleigh Scattering
- Part 4. A Journey Through the Atmosphere
- Part 5. A Shader for the Atmospheric Sphere
- Part 6. Intersecting The Atmosphere
- Part 7. Atmospheric Scattering Shader
- 🔒 Part 8. An Introduction to Mie Theory

You can **download** the **Unity package** for this tutorial at the bottom of the page.