---
slug: 2024/11/playing-with-fire-transforms
title: "Playing with fire: Transforms and variations"
date: 2024-11-15 13:00:00
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
interesting patterns that fractal flames are known for.
This blog post uses a set of reference parameters ([available here](../params.flame)) to demonstrate a practical
implementation of the fractal flame algorithm. If you're interested in tweaking the parameters, or generating
your own art, [Apophysis](https://sourceforge.net/projects/apophysis/) is a good introductory tool.
TODO: Include the reference image here
## Transforms and variations
import CodeBlock from '@theme/CodeBlock'
We previously introduced "transforms" as the "functions" of an "iterated function system." Their general format is:
$$
F_i(x,y) = (a_i \cdot x + b_i \cdot y + c_i, \hspace{0.2cm} d_i \cdot x + e_i \cdot y + f_i)
$$
import coefsSrc from '!!raw-loader!../src/coefs'
{coefsSrc}
We also introduced the Sierpinski Gasket functions ($F_0$, $F_1$, and $F_2$), demonstrating how they are related to
the general format. For example:
$$
\begin{align*}
F_0(x,y) &= \left({x \over 2}, {y \over 2}\right) \\
&= (a_0 \cdot x + b_0 \cdot y + c_0, d_0 \cdot x + e_0 \cdot y + f_0) \\
& a_0 = 0.5 \hspace{0.2cm} b_0 = 0 \hspace{0.2cm} c_0 = 0 \\
& d_0 = 0 \hspace{0.2cm} e_0 = 0.5 \hspace{0.2cm} f_0 = 0
\end{align*}
$$
TODO: Explain the applyCoefs function
However, these transforms are pretty boring. We can build more exciting images by using additional functions
within the transform. These "sub-functions" are called "variations":
$$
F_i(x, y) = V_j(a_i \cdot x + b_i \cdot y + c_i, \hspace{0.2cm} d_i \cdot x + e_i \cdot y + f_i)
$$
The fractal flame paper lists 49 variation functions ($V_j$ above), but the sky's the limit here.
For example, the official `flam3` implementation supports
[98 variations](https://github.com/scottdraves/flam3/blob/7fb50c82e90e051f00efcc3123d0e06de26594b2/variations.c).
Our reference image will focus on just four variations:
### Linear (variation 0)
This variation returns the $x$ and $y$ coordinates as-is:
$$
V_0(x,y) = (x,y)
$$
import linearSrc from '!!raw-loader!../src/linear'
{linearSrc}
### Julia (variation 13)
This variation still uses just the $x$ and $y$ coordinates, but does crazy things with them:
TODO: Is this related to the Julia set?
$$
\begin{align*}
r &= \sqrt{x^2 + y^2} \\
\theta &= \text{arctan}(x / y) \\
\Omega &= \left\{
\begin{array}{lr}
0 \hspace{0.4cm} \text{w.p. } 0.5 \\
\pi \hspace{0.4cm} \text{w.p. } 0.5 \\
\end{array}
\right\} \\
V_{13}(x, y) &= \sqrt{r} \cdot (\text{cos} ( \theta / 2 + \Omega ), \text{sin} ( \theta / 2 + \Omega ))
\end{align*}
$$
import juliaSrc from '!!raw-loader!../src/julia'
{juliaSrc}
### Popcorn (variation 17)
This is known as a "dependent variation" because it depends on knowing the transform coefficients
(specifically, $c$ and $f$):
$$
V_{17}(x,y) = (x + c \cdot \text{sin}(\text{tan }3y), y + f \cdot \text{sin}(\text{tan }3x))
$$
import popcornSrc from '!!raw-loader!../src/popcorn'
{popcornSrc}
### PDJ (variation 24)
This is known as a "parametric" variation because it has additional parameters given to it:
$$
p_1 = \text{pdj.a} \hspace{0.2cm} p_2 = \text{pdj.b} \hspace{0.2cm} p_3 = \text{pdj.c} \hspace{0.2cm} p_4 = \text{pdj.d} \\
V_{24} = (\text{sin}(p_1 \cdot y) - \text{cos}(p_2 \cdot x), \text{sin}(p_3 \cdot x) - \text{cos}(p_4 \cdot y))
$$
import pdjSrc from '!!raw-loader!../src/pdj'
{pdjSrc}
## Blending
Now, one variation is fun, but we can also combine variations in a single transform by "blending."
Each variation receives the same $x$ and $y$ inputs, and we add together each variation's $x$ and $y$ outputs.
We'll also give each variation a weight ($v_{ij}$) to control how much it contributes to the transform:
$$
F_i(x,y) = \sum_{j} v_{ij} V_j(a_i \cdot x + b_i \cdot y + c_i, \hspace{0.2cm} d_i \cdot x + e_i \cdot y + f_i)
$$
The formula looks intimidating, but it's not hard to implement:
import blendSource from "!!raw-loader!./blend";
{blendSource}
And with that in place, we have enough to render a first full fractal flame.
The sliders below change the variation weights for each transform (the $v_{ij}$ parameters);
try changing them around to see which parts of the image are controlled by
each transform.
import BrowserOnly from "@docusaurus/BrowserOnly";
import Canvas from "../src/Canvas";
import FlameBlend from "./FlameBlend";
## Post transforms
After variation blending, we apply a second set of transform coordinates.
The fractal flame below starts with the same initial transforms/variations as the previous fractal flame,
but allows modifying the post-transform coefficients.
$$
P_i(x, y) = (\alpha_i x + \beta_i y + \gamma_i, \delta_i x + \epsilon_i y + \zeta_i)
$$
import FlamePost from "./FlamePost";
## Final transform
import FlameFinal from "./FlameFinal";