Abstract
For producing numerous frames as in computer animation, the direct application of the Mandelbrot theory of fractals is very expensive. The recursive midpoint subdivision is much more efficient although it sacrifices mathematical purity for execution speed. In our implementation, fractal polygons are created using subdivisions of meshes of triangles. But the midpoint is randomly generated inside a revolution volume where the axis is the edge itself. Based on this implementation, we study the impact of three geometric parameters for controlling this algorithm: the edge threshold, the eccentricity of the smallest cylinder surrounding the revolution volume and the displacement of the revolution volume towards the segment center. Several examples are provided. The subdivision algorithm is also applied to generate textures by perturbation of the normal length.
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Magnenat-Thalmann, N., Burgess, M., Forest, L. et al. A geometric study of parameters for the recursive midpoint subdivision. The Visual Computer 3, 145–151 (1987). https://doi.org/10.1007/BF01962895
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DOI: https://doi.org/10.1007/BF01962895