Elsevier

Computers & Graphics

Volume 27, Issue 6, December 2003, Pages 977-982
Computers & Graphics

Chaos and graphics
Generation of volumetric escape time fractals

https://doi.org/10.1016/j.cag.2003.08.013Get rights and content

Abstract

Aesthetically appealing two-dimensional escape time fractals are often based on complex-function transformations. The same methods of analysis and rendering can be extended to create fractal solids. Methods for generation of these objects very often use quaternion representations for transforming points in three or four dimensions. In this tutorial and artistic statement, we describe a simple yet effective approach for visualizing escape times of general quadratic fractal maps in the third dimension. The approach allows us to automatically generate diverse and beautiful volumetric shapes in real time on currently available personal computers.

Introduction

This tutorial and artistic statement describes a simple method for automatically producing a wide range of artistically interesting forms. As is well known, the role of 3-D graphics is becoming increasingly important in the world of personal computers. Almost all modern operating systems provide graphics drivers and a set of low-level application programming interfaces (APIs) for creating advanced 3-D graphics. Increasingly, advanced 3-D graphics cards are continually being created by hardware companies. Also, a 3-D graphics engine is a vital part of a virtual reality system, a computer environment likely to be pervasive in the near future.

In the paper, we present a new shape modeler of complex 3-D objects. As is well known, fractal modeling can yield a diversity of shapes that are stunningly beautiful and similar to natural patterns [1], [2]. The method presented in the paper is based upon the idea of the automated fractal art generators, previously advanced by Sprott and Pickover [3]. Here, we extend the concept to higher dimensions and fractal solids. As in two-dimensional sets of nonlinear functions, in 3-D we will select artistically intriguing forms from a virtually infinite set of possible solids. In particular, we often enjoy exploring visually interesting shapes either similar to natural phenomena or that present unique geometries. The approach here may be extended to a wide range of applications, including real-time computer graphics (e.g. computer games), 3-D modelers (e.g. software like 3-D Studio Max), and geometry compression.

Section snippets

General three-dimensional quadratic fractal maps

The implementation of escape time fractals relies on iterative mathematical calculations. In particular, the method is based on monitoring the number of iterations necessary to determine whether an orbit sequence tends to infinity or not. One of the most popular approaches is to use nonlinear equations with chaotic solutions. The solutions are most interesting if they involve at least two variables x and y, which can be used to represent horizontal and vertical positions on a graphics screen.

The application

The main program is written in C++ using Win32 API and the DirectX 8.1 interface. The rapid visualization requires a second-generation 3-D accelerator because we desire “multi-texturing” in a single pass. Real-time generation and modification of fractal objects is one of the main purposes of our research. Furthermore, we take special care about saving and recreating volume objects based on the convenient n-letter code described in the previous section. We think users of this approach may enjoy

Performance

Good performance is a desired goal of real-time applications. As far as real-time rendering is concerned, the particle-based fractal comprised about 3.5 million points (the fractal was generated in 300×300×300 volumetric resolution and was rendered in real time on a GeForce2 with a P3 processor). On the other hand, the 3-D modeler based on polygons (using the “marching cubes” algorithms) has a slightly worse performance, but still meets real-time requirements. Hence, the time required to

Conclusion

The method described in the paper is simple and sufficiently efficient to run in real time using personal computers. General quadratic mappings, when extended to the third dimension, produce a wide range of visually striking objects. From our observations, the most visually interesting forms are relatively smooth and have balanced (symmetrical) shapes. Viewers should note that the 3-D forms, resulting from a combination of linear and quadratic functions, can have smooth, rough, or dust-like

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