Perhaps you can add a little more info about each fractal. One is the trunk and the other the general structure?
Most of the examples of the live version are not nice, I have to click 5 or 10 times to get a nice one. Is it possible t generate 9 of them in a 3x3 grid or something, so I can choose the one I like better?
well, you just described what was my plan all along. To generate a population of fractals and have the user being the evaluate function (genetic algorithm) giving each new fractal a fitness score based on aesthetic. I just have been so busy lately with my job and a game I released that I just stop the project right where is at.
tonight and this weekend I'll give some more attention to it .
Well, I end up implementing the thing I was originally thinking about and the project is awesome now. I was able to create beautiful fractals from the crossing of two.
There's room for improvement and I'll implement the ability to view and share the rules that generate the fractals
Hi everyone, I've pushed a cool update where you can view, render, adjust the zoom and the resolution of the selected fractals. You can learn more about it on my short video:
I have not heard much about Generic Algorithms for years. Oddly, this morning I saw a book on my shelf which I thought I might revisit, An Introduction to Genetic Algorithms.
since they are classified as AI, the GA being a search algorithm, they call it AI. "AI learns how to play game" usually is a neural network evolving through GA
IFS uses a set of affine transformations (translation, scale, rotation and shear, which can each be represented by a single matrix, and in the 2d case you can think of them as a set of rectangles/parallelograms).
IFS are most often drawn by starting from a random location and then repeatedly selecting a random transform from the set, applying it to the previous position and then drawing a dot at the new position. You can also generate all the locations first (yielding a point-cloud) and then rasterize them to make an image. The same idea applies using 3d affine transforms with almost no extra effort. I think this is what Richard 'doc' Bailey (may he rest in peace) may have been doing in his awesome 'image savant/spore' work.
Flame fractals (electric sheep) extended the same idea with non-linear transformations, and coloring methods to great effect!
There is also some cool formulas in the isosurface-based 3d-fractal scene (one is called 'Kaleidoscopic IFS') where the drawing method is (of course) very different but the underlying repeated-transformation principle is the same.
Indeed most kinds of fractals can be thought of in the same way: Repeatedly apply some geometric transformation or deformation (or synthesis in the case of 'fractal noise') in feedback.
if there's anyone following this thread, I was laid off work due to covid-19, so, I'm available to work on fun projects. My email is on my profile. God bless us all on this trying times.
Perhaps you can add a little more info about each fractal. One is the trunk and the other the general structure?
Most of the examples of the live version are not nice, I have to click 5 or 10 times to get a nice one. Is it possible t generate 9 of them in a 3x3 grid or something, so I can choose the one I like better?
Is it possible to add a permalink to the trees I get, something like https://victorribeiro.com/randomFractal/?a=3.24&b=2.73&c=-6,...
tonight and this weekend I'll give some more attention to it .
There's room for improvement and I'll implement the ability to view and share the rules that generate the fractals
https://youtu.be/DY5Me5hiQOc
Anyways, have a nice time creating your very own fractals.
Are they called something else these days?
https://youtu.be/CBHweO03WqI
https://imgur.com/a/7E1zDIx
https://en.wikipedia.org/wiki/Iterated_function_system
IFS uses a set of affine transformations (translation, scale, rotation and shear, which can each be represented by a single matrix, and in the 2d case you can think of them as a set of rectangles/parallelograms).
IFS are most often drawn by starting from a random location and then repeatedly selecting a random transform from the set, applying it to the previous position and then drawing a dot at the new position. You can also generate all the locations first (yielding a point-cloud) and then rasterize them to make an image. The same idea applies using 3d affine transforms with almost no extra effort. I think this is what Richard 'doc' Bailey (may he rest in peace) may have been doing in his awesome 'image savant/spore' work.
Flame fractals (electric sheep) extended the same idea with non-linear transformations, and coloring methods to great effect!
There is also some cool formulas in the isosurface-based 3d-fractal scene (one is called 'Kaleidoscopic IFS') where the drawing method is (of course) very different but the underlying repeated-transformation principle is the same.
Indeed most kinds of fractals can be thought of in the same way: Repeatedly apply some geometric transformation or deformation (or synthesis in the case of 'fractal noise') in feedback.
https://youtu.be/e0JaZuLfZ_0