mirror of
https://github.com/bspeice/speice.io
synced 2025-07-03 23:05:17 -04:00
More writing
This commit is contained in:
@ -6,20 +6,22 @@ authors: [bspeice]
|
||||
tags: []
|
||||
---
|
||||
|
||||
Now that we have a basic chaos game in place, it's time to spice things up. Transforms and variations create the
|
||||
Now that we have a basic chaos game in place, it's time to spice things up. Variations create the
|
||||
shapes and patterns that fractal flames are known for.
|
||||
|
||||
<!-- truncate -->
|
||||
|
||||
:::note
|
||||
:::info
|
||||
This post uses a set of [reference parameters](../params.flame) to demonstrate the fractal flame algorithm.
|
||||
If you're interested in tweaking the parameters, or generating your own art, [Apophysis](https://sourceforge.net/projects/apophysis/)
|
||||
can load that file and you can try tweaking things yourself!
|
||||
|
||||
This post covers section 3 of the Fractal Flame Algorithm paper
|
||||
:::
|
||||
|
||||
## Transforms and variations
|
||||
## Variations
|
||||
|
||||
:::note
|
||||
This post covers section 3 for the Fractal Flame Algorithm paper
|
||||
:::
|
||||
|
||||
import CodeBlock from '@theme/CodeBlock'
|
||||
|
||||
@ -28,8 +30,8 @@ playing the chaos game leads to an image of Sierpinski's Gasket. Even though we
|
||||
the image it generates is exciting. But it's still not nearly as exciting as the images the Fractal Flame
|
||||
algorithm is known for.
|
||||
|
||||
This leads us to the first big innovation of the Fractal Flame algorithm: using non-linear functions
|
||||
for the transforms. These functions are known as "variations":
|
||||
This leads us to the first big innovation of the Fractal Flame algorithm: applying non-linear functions
|
||||
after the affine transform has happened. These functions are called "variations":
|
||||
|
||||
$$
|
||||
F_i(x, y) = V_j(a_i \cdot x + b_i \cdot y + c_i, d_i \cdot x + e_i \cdot y + f_i)
|
||||
@ -39,10 +41,10 @@ import variationSource from '!!raw-loader!../src/variation'
|
||||
|
||||
<CodeBlock language="typescript">{variationSource}</CodeBlock>
|
||||
|
||||
Variations, labeled $V_j$ above, are functions just like transforms (we use $j$ to indicate a specific variation).
|
||||
They take an input point $(x,y)$, and give an output point. However, the sky is the limit for what variation functions do in between
|
||||
input to output. The Fractal Flame paper lists 49 different variation functions,
|
||||
and the official `flam3` implementation supports [98 different functions](https://github.com/scottdraves/flam3/blob/7fb50c82e90e051f00efcc3123d0e06de26594b2/variations.c).
|
||||
Just like transforms, variations ($V_j$) are functions that map $(x, y)$ coordinates to new coordinates.
|
||||
However, the sky is the limit for what we can do in between input and output.
|
||||
The Fractal Flame paper lists 49 different variation functions,
|
||||
and the official `flam3` implementation supports [98 different variations](https://github.com/scottdraves/flam3/blob/7fb50c82e90e051f00efcc3123d0e06de26594b2/variations.c).
|
||||
|
||||
To draw our reference image, we'll focus on four variations:
|
||||
|
||||
@ -59,16 +61,16 @@ import linearSrc from '!!raw-loader!../src/linear'
|
||||
<CodeBlock language={'typescript'}>{linearSrc}</CodeBlock>
|
||||
|
||||
:::tip
|
||||
|
||||
In a way, we've already been using this variation! The functions that define Sierpinski's Gasket
|
||||
In a way, we've already been using this variation! The transforms that define Sierpinski's Gasket
|
||||
apply the affine coefficients to the input point, and use that as the output point.
|
||||
|
||||
:::
|
||||
|
||||
### Julia (variation 13)
|
||||
|
||||
This variation is a good example of the non-linear functions the Fractal Flame Algorithm introduces.
|
||||
It still receives an input point $(x, y)$, but does some crazy things with it:
|
||||
This variation is a good example of the non-linear functions we can use. It uses both trigonometry
|
||||
and probability to produce interesting shapes:
|
||||
|
||||
TODO: Connection with the julia set?
|
||||
|
||||
$$
|
||||
\begin{align*}
|
||||
@ -91,8 +93,8 @@ import juliaSrc from '!!raw-loader!../src/julia'
|
||||
|
||||
### Popcorn (variation 17)
|
||||
|
||||
Some variations rely on knowing the transform's affine coefficients; these are known as "dependent variations."
|
||||
For the popcorn variation, we use the $c$ and $f$ coefficients:
|
||||
Some variations rely on knowing their transform's affine coefficients; they're known as "dependent variations."
|
||||
For the popcorn variation, we use $c$ and $f$:
|
||||
|
||||
$$
|
||||
V_{17}(x,y) = (x + c \cdot \text{sin}(\text{tan }3y), y + f \cdot \text{sin}(\text{tan }3x))
|
||||
@ -104,7 +106,7 @@ import popcornSrc from '!!raw-loader!../src/popcorn'
|
||||
|
||||
### PDJ (variation 24)
|
||||
|
||||
Some variations have extra parameters that the designer can choose; these are known as "parametric variations."
|
||||
Some variations have extra parameters we can choose; these are known as "parametric variations."
|
||||
For the PDJ variation, there are four extra parameters we can choose:
|
||||
|
||||
$$
|
||||
@ -132,14 +134,11 @@ import blendSource from "!!raw-loader!../src/blend";
|
||||
|
||||
<CodeBlock language={'typescript'}>{blendSource}</CodeBlock>
|
||||
|
||||
With that in place, we have enough to render a first full fractal flame. We'll use the same
|
||||
chaos game as before, but use our new transforms and variations to produce a dramatically different image:
|
||||
With that in place, we have enough to render a first fractal flame. We'll use the same
|
||||
chaos game as before, but our new transforms and variations produce a dramatically different image:
|
||||
|
||||
:::tip
|
||||
This image is interactive! The sliders change the variation weights ($v_{ij}$ parameters)
|
||||
so you can design your own image.
|
||||
|
||||
Try using the sliders to find which parts of the image each transform controls.
|
||||
Try using the variation weight sliders to figure out which parts of the image each transform controls.
|
||||
:::
|
||||
|
||||
import {SquareCanvas} from "../src/Canvas";
|
||||
@ -149,8 +148,8 @@ import FlameBlend from "./FlameBlend";
|
||||
|
||||
## Post transforms
|
||||
|
||||
Post transforms introduce a second affine transform, this time _after_ variation blending.
|
||||
We'll use introduce some new variables, but the post transform function should look familiar by now:
|
||||
Next, we'll introduce a second affine transform, known as a post transform, that is applied _after_ variation blending.
|
||||
We'll use some new variables, but the post transform function should look familiar:
|
||||
|
||||
$$
|
||||
\begin{align*}
|
||||
@ -163,11 +162,11 @@ import postSource from '!!raw-loader!./post'
|
||||
|
||||
<CodeBlock language="typescript">{postSource}</CodeBlock>
|
||||
|
||||
The image below starts with the same initial transforms/variations as the previous fractal flame,
|
||||
The image below uses the same transforms/variations as the previous fractal flame,
|
||||
but allows modifying the post-transform coefficients.
|
||||
|
||||
<details>
|
||||
<summary>If you want a challenge...</summary>
|
||||
<summary>If you want to test your understanding...</summary>
|
||||
|
||||
Challenge 1: What post-transform coefficients will give us the previous image?
|
||||
|
||||
@ -180,10 +179,23 @@ import FlamePost from "./FlamePost";
|
||||
|
||||
## Final transforms
|
||||
|
||||
Our last step is to introduce a "final transform" ($F_{final}$) that is applied
|
||||
regardless of which transform function we're using. It works just like a normal transform
|
||||
(composition of affine transform, variation blend, and post transform),
|
||||
but it doesn't change the chaos game state:
|
||||
|
||||
import chaosGameFinalSource from "!!raw-loader!./chaosGameFinal"
|
||||
|
||||
<CodeBlock language="typescript">{chaosGameFinalSource}</CodeBlock>
|
||||
|
||||
import FlameFinal from "./FlameFinal";
|
||||
|
||||
<SquareCanvas><FlameFinal/></SquareCanvas>
|
||||
<SquareCanvas><FlameFinal/></SquareCanvas>
|
||||
|
||||
## Summary
|
||||
|
||||
Variations are the fractal flame algorithm's first major innovation over previous IFS's.
|
||||
Blending variation functions and post/final transforms allows us to generate interesting images.
|
||||
|
||||
However, the images themselves are grainy and unappealing. In the next post, we'll clean up
|
||||
the quality and add color.
|
Reference in New Issue
Block a user