Here are a bunch of shots of an IFS fractal program I made the other day.
The pictures below are attractors of IFS systems, using 3 transformations.
Each picture is composed of about 16000 dots, found using the 'Random Iteration' algorithm.
The hue of each dot is dependent on it's history. Each transformation not only
moves the dot, but changes it's color to have more red, green or blue. Thus, dots
which have the same recent history of transformations have nearly the same color.
Each dot adds a little color to the pixel it is on; thus regions with brighter colors
have more dots layered on top of one another. Some screenshots are below. The first
one shows you the three transformations used to make it.
These transformations smoothly animate
when the program is run, resulting in a smoothly changing fractal (on my Pentium II 450MHz
machine, I get 60 frames per second! :) These pictures don't really do justice to the moving
ones, but you can get an idea.
Textured IFS fractals - this program computes the same fractals using
texture maps instead of points. It's much faster and smoother
looking, and lets you do some cool things.
The program requires DirectX 8.0 to run, and a video card that supports render to texture (a GeForce2 or better, or a recent Radeon will work; make sure you have the latest drivers).
Download it here: GlyphDX.scr(119k)
|Illustration of the transformations: the red and green lines are the result of applying each transformation to a vector pointing up (red) and to the right (green) from the origin. You can see the portions of the fractal around these transformed vectors looks alot like the entire fractal, only they are tinted red, green or blue.|