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303 lines
11 KiB
Plaintext
---
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slug: 2024/11/playing-with-fire
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title: "Playing with fire: The fractal flame algorithm"
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date: 2024-12-16 21:30:00
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authors: [bspeice]
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tags: []
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---
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Wikipedia describes [fractal flames](https://en.wikipedia.org/wiki/Fractal_flame) as:
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> a member of the iterated function system class of fractals
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It's tedious, but technically correct. I choose to think of them a different way: beauty in mathematics.
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import isDarkMode from '@site/src/isDarkMode'
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import banner from '../banner.png'
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<center>
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<img src={banner} style={{filter: isDarkMode() ? '' : 'invert(1)'}}/>
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</center>
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<!-- truncate -->
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I don't remember when exactly I first learned about fractal flames, but I do remember being entranced by the images they created.
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I also remember their unique appeal to my young engineering mind; this was an art form I could participate in.
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The [Fractal Flame Algorithm paper](https://flam3.com/flame_draves.pdf) describing their structure was too much
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for me to handle at the time (I was ~12 years old), so I was content to play around and enjoy the pictures.
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But the desire to understand it stuck around. Now, with a graduate degree under my belt, I wanted to revisit it.
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This guide is my attempt to explain how fractal flames work so that younger me — and others interested in the art —
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can understand without too much prior knowledge.
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---
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## Iterated function systems
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:::note
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This post covers section 2 of the Fractal Flame Algorithm paper
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:::
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As mentioned, fractal flames are a type of "[iterated function system](https://en.wikipedia.org/wiki/Iterated_function_system),"
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or IFS. The formula for an IFS is short, but takes some time to work through:
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$$
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S = \bigcup_{i=0}^{n-1} F_i(S)
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$$
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### Solution set
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First, $S$. $S$ is the set of points in two dimensions (in math terms, $S \in \mathbb{R}^2$)
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that represent a "solution" of some kind to our equation.
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Our goal is to find all the points in $S$, plot them, and display that image.
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For example, if we say $S = \{(0,0), (1, 1), (2, 2)\}$, there are three points to plot:
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import {VictoryChart, VictoryTheme, VictoryScatter, VictoryLegend} from "victory";
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export const simpleData = [
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{x: 0, y: 0},
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{x: 1, y: 1},
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{x: 2, y: 2}
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]
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<VictoryChart theme={VictoryTheme.clean}>
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<VictoryScatter data={simpleData} size={5} style={{data: {fill: "blue"}}}/>
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</VictoryChart>
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With fractal flames, rather than listing individual points, we use functions to describe the solution.
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This means there are an infinite number of points, but if we find _enough_ points to plot, we get a nice picture.
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And if the functions change, the solution also changes, and we get something new.
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### Transform functions
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Second, the $F_i(S)$ functions, also known as "transforms."
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Each transform takes in a 2-dimensional point and gives a new point back
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(in math terms, $F_i \in \mathbb{R}^2 \rightarrow \mathbb{R}^2$).
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While you could theoretically use any function, we'll focus on a specific kind of function
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called an "[affine transformation](https://en.wikipedia.org/wiki/Affine_transformation)." Every transform uses the same formula:
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$$
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F_i(a_i x + b_i y + c_i, d_i x + e_i y + f_i)
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$$
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import transformSource from "!!raw-loader!../src/transform"
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import CodeBlock from '@theme/CodeBlock'
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<CodeBlock language="typescript">{transformSource}</CodeBlock>
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The parameters ($a_i$, $b_i$, etc.) are values we choose.
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For example, we can define a "shift" function like this:
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$$
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\begin{align*}
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a &= 1 \\
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b &= 0 \\
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c &= 0.5 \\
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d &= 0 \\
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e &= 1 \\
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f &= 1.5 \\
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F_{shift}(x, y) &= (1 \cdot x + 0.5, 1 \cdot y + 1.5)
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\end{align*}
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$$
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Applying this transform to the original points gives us a new set of points:
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import {applyCoefs} from "../src/transform"
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export const coefs = {a: 1, b: 0, c: 0.5, d: 0, e: 1, f: 1.5}
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export const toData = ([x, y]) => ({x, y})
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export const shiftData = simpleData.map(({x, y}) => toData(applyCoefs(x, y, coefs)))
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<VictoryChart theme={VictoryTheme.clean}>
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<VictoryScatter data={simpleData} size={5} style={{data: {fill: "blue"}}}/>
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<VictoryScatter data={shiftData} size={5} style={{data: {fill: "orange"}}}/>
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<VictoryLegend
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data={[
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{name: "(x,y)", symbol: {fill: "blue"}},
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{name: "F(x,y)", symbol: {fill: "orange"}}
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]}
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orientation={"vertical"}
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x={75}
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y={10}
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/>
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</VictoryChart>
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Fractal flames use more complex functions, but they all start with this structure.
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### Fixed set
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With those definitions in place, let's revisit the initial problem:
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$$
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S = \bigcup_{i=0}^{n-1} F_i(S)
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$$
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Or, in English, we might say:
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> Our solution, $S$, is the union of all sets produced by applying each function, $F_i$,
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> to points in the solution.
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There's just one small problem: to find the solution, we must already know which points are in the solution.
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What?
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John E. Hutchinson provides an explanation in the [original paper](https://maths-people.anu.edu.au/~john/Assets/Research%20Papers/fractals_self-similarity.pdf)
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defining the mathematics of iterated function systems:
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> Furthermore, $S$ is compact and is the closure of the set of fixed points $s_{i_1...i_p}$
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> of finite compositions $F_{i_1...i_p}$ of members of $F$.
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Before your eyes glaze over, let's unpack this:
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- **Furthermore, $S$ is [compact](https://en.wikipedia.org/wiki/Compact_space)...**: All points in our solution will be in a finite range
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- **...and is the [closure](https://en.wikipedia.org/wiki/Closure_(mathematics)) of the set of [fixed points](https://en.wikipedia.org/wiki/Fixed_point_(mathematics))**:
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Applying our functions to points in the solution will give us other points that are in the solution
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- **...of finite compositions $F_{i_1...i_p}$ of members of $F$**: By composing our functions (that is,
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using the output of one function as input to the next), we will arrive at the points in the solution
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Thus, by applying the functions to fixed points of our system, we will find the other points we care about.
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<details>
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<summary>If you want a bit more math...</summary>
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...then there are some extra details I've glossed over so far.
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First, the Hutchinson paper requires that the functions $F_i$ be _contractive_ for the solution set to exist.
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That is, applying the function to a point must bring it closer to other points. However, as the fractal flame
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algorithm demonstrates, we only need functions to be contractive _on average_. At worst, the system will
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degenerate and produce a bad image.
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Second, we're focused on $\mathbb{R}^2$ because we're generating images, but the math
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allows for arbitrary dimensions; you could also have 3-dimensional fractal flames.
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Finally, there's a close relationship between fractal flames and [attractors](https://en.wikipedia.org/wiki/Attractor).
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Specifically, the fixed points of $S$ act as attractors for the chaos game (explained below).
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</details>
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This is still a bit vague, so let's work through an example.
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## [Sierpinski's gasket](https://www.britannica.com/biography/Waclaw-Sierpinski)
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The Fractal Flame paper gives three functions to use for a first IFS:
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$$
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F_0(x, y) = \left({x \over 2}, {y \over 2} \right) \\
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~\\
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F_1(x, y) = \left({{x + 1} \over 2}, {y \over 2} \right) \\
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~\\
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F_2(x, y) = \left({x \over 2}, {{y + 1} \over 2} \right)
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$$
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### The chaos game
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Now, how do we find the "fixed points" mentioned earlier? The paper lays out an algorithm called the "[chaos game](https://en.wikipedia.org/wiki/Chaos_game)"
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that gives us points in the solution:
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$$
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\begin{align*}
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&(x, y) = \text{random point in the bi-unit square} \\
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&\text{iterate } \{ \\
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&\hspace{1cm} i = \text{random integer from 0 to } n - 1 \\
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&\hspace{1cm} (x,y) = F_i(x,y) \\
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&\hspace{1cm} \text{plot}(x,y) \text{ if iterations} > 20 \\
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\}
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\end{align*}
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$$
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:::note
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The chaos game algorithm is effectively the "finite compositions of $F_{i_1..i_p}$" mentioned earlier.
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:::
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Let's turn this into code, one piece at a time.
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To start, we need to generate some random numbers. The "bi-unit square" is the range $[-1, 1]$,
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and we can do this using an existing API:
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import biunitSource from '!!raw-loader!../src/randomBiUnit'
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<CodeBlock language="typescript">{biunitSource}</CodeBlock>
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Next, we need to choose a random integer from $0$ to $n - 1$:
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import randintSource from '!!raw-loader!../src/randomInteger'
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<CodeBlock language="typescript">{randintSource}</CodeBlock>
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### Plotting
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Finally, implementing the `plot` function. This blog series is interactive,
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so everything displays directly in the browser. As an alternative,
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software like `flam3` and Apophysis can "plot" by saving an image to disk.
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To see the results, we'll use the [Canvas API](https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API).
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This allows us to manipulate individual pixels in an image and show it on screen.
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First, we need to convert from fractal flame coordinates to pixel coordinates.
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To simplify things, we'll assume that we're plotting a square image
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with range $[0, 1]$ for both $x$ and $y$:
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import cameraSource from "!!raw-loader!./cameraGasket"
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<CodeBlock language="typescript">{cameraSource}</CodeBlock>
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Next, we'll store the pixel data in an [`ImageData` object](https://developer.mozilla.org/en-US/docs/Web/API/ImageData).
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Each pixel on screen has a corresponding index in the `data` array.
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To plot a point, we set that pixel to be black:
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import plotSource from '!!raw-loader!./plot'
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<CodeBlock language="typescript">{plotSource}</CodeBlock>
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Putting it all together, we have our first image:
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import Playground from '@theme/Playground'
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import Scope from './scope'
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import chaosGameSource from '!!raw-loader!./chaosGame'
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<Playground scope={Scope} noInline={true}>{chaosGameSource}</Playground>
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<hr/>
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<small>
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The image here is slightly different than in the paper.
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I think the paper has an error, so I'm plotting the image
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like the [reference implementation](https://github.com/scottdraves/flam3/blob/7fb50c82e90e051f00efcc3123d0e06de26594b2/rect.c#L440-L441).
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</small>
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### Weights
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There's one last step before we finish the introduction. So far, each transform has
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the same chance of being picked in the chaos game.
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We can change that by giving them a "weight" ($w_i$) instead:
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import randomChoiceSource from '!!raw-loader!../src/randomChoice'
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<CodeBlock language={'typescript'}>{randomChoiceSource}</CodeBlock>
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If we let the chaos game run forever, these weights wouldn't matter.
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But because the iteration count is limited, changing the weights
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means we don't plot some parts of the image:
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import chaosGameWeightedSource from "!!raw-loader!./chaosGameWeighted";
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<CodeBlock language={'typescript'}>{chaosGameWeightedSource}</CodeBlock>
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:::tip
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Double-click the image if you want to save a copy!
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:::
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import GasketWeighted from "./GasketWeighted";
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import {SquareCanvas} from "../src/Canvas";
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<SquareCanvas name={"gasket_weighted"}><GasketWeighted/></SquareCanvas>
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## Summary
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Studying the foundations of fractal flames is challenging,
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but we now have an understanding of the mathematics
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and the implementation of iterated function systems.
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In the next post, we'll look at the first innovation of fractal flame algorithm: variations. |