Mtg 16/26: Thu-06-Mar-2025

Outline for Today

Shapes

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Today

TODAY

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Wiki

Link to the UR Courses wiki page for this meeting

Media

Transcript

Audio Transcript

  • So we're going to talk about shapes today
  • and fractals, I guess So,
  • oh, okay. So who's familiar with fractals?
  • Okay, what are some properties of Practice? I
  • there's one I'm a property that is important for our discussion
  • today.
  • Okay, so?
  • Now this is the point where I see where there drew the right
  • Number of blanks. T I
  • P, no, s, thoughts, CS,
  • I said, M Right, yeah, yeah.
  • L, M, say, f Oh, wait,
  • self similarity, do
  • I don't have any prizes, sorry, maybe I'll have confidence right
  • now. Anyway, I
  • so the idea is they wouldn't heard of the SIP ski gasket, or
  • SIP in ski triangle. So Benoit Mandelbrot called the Sierpinski
  • gasket as a joke, because a gasket is supposed to seal
  • things, and the Sierpinski gasket is full of holes.
  • That's my interpretation, he told he said that it was a joke,
  • but he didn't I filled into the details or the rationale or the
  • reason, certainly the way we constructed is
  • contained. Take an E collateral triangle, and then we take the
  • whole triangle, and we make three smaller copies, scale by a
  • half and
  • and so we translate towards The vertices. So that's the first
  • stage, and then the
  • And then, 012,
  • that's a different shape And
  • so you can see the relationship here. So the third stage, we're
  • taking three copies of the second stage and putting them in
  • into the spots here.
  • So self similarity is a property of nature of many natural
  • objects. So when I generate fractals on my computer, after a
  • few minutes out, or maybe a few seconds out, comes up and puts a
  • leaf on the image and it says, Well, this is a maple or comes a
  • few different clients. Does that make sense in terms of
  • construction? In
  • fact, it's,
  • it's a kind of patterns and that repeat itself in a small and
  • small Yeah? So we can, we can keep going with this
  • until our graphical fidelity of our screen doesn't show anything
  • anymore. Yeah. I Yeah, as soon as you get smaller than a pixel,
  • yes.
  • So we can do this construction. Take the triangles you can Take
  • you can.
  • Yeah, So You
  • so we can go from the top down, or we can think of concatenating
  • transformation matrices, because we can have a matrix for the
  • each of these two transformations, so we scale by
  • half, and this one, if it's at zero and I don't need to
  • translate. But here we're translating to
  • zero, and this one, we're translating to point 5.866,
  • point 866,
  • that's, that's,
  • that's approximately e collateral triangle. Or we could
  • center it at the center of the triangle, and then this would be
  • point, 5433, 433,
  • it's not quite right, that'll be here anyway.
  • I so
  • we can have a matrix to describe the different transformations,
  • and then we can multiply them out, and
  • we can create strings of transformation so that the net
  • effect of them are going To be producing pixel size points.
  • That makes sense. I
  • so We Get the
  • so a way to think about the shape the fractal that's
  • generated is The collection of fixed points of all these
  • transformations and
  • CS. So when we create a transformation matrices, We can
  • we
  • so The weight, so we first want to Move. We're
  • so we think of if we're applying transformation this point,
  • translate point, the origin, apply the transformation, the
  • scaling, the rotation and the shear, and then translate back
  • from the origin to the center. So that gives us
  • so If we apply matrix zero and
  • I guess So,
  • by the matrix that's three times matrix zero, and we apply it to
  • the fixed point at 00, what?
  • What point am I going to are we going To get out? Does
  • that make sense?
  • Okay, so we're multiplying the transformations out. So this is
  • m zero applied once, this is m zero applied twice. And
  • this is m zero applied three times.
  • So if we, if we transform the point 00 with this, because it's
  • the fixed point of this transformation matrix, we're
  • going to get 00 out again, because we're applying The same
  • transformation. So for each of these transformations, we're
  • equations, they have the fixed point at zero at the origin. So
  • the m zero is
  • so we're just scaling by a Half.
  • So how do we know when to stop and
  • concatenated transformations.
  • So what happens, let's, let's look at This matrix. Let's do
  • some matrix multiplication. I'm
  • so let's do
  • let's do this one first so we get two levels. So point five
  • times, point five is point two five and
  • The rest
  • rests. The rest of them are zeros and
  • and then we apply point five, the matrix again, to this one,
  • which is a
  • So then point five times point two Five is the
  • Does that make sense? So what do we notice about the progression
  • of of the matrices? Yeah, so an important property I didn't
  • mention is that the transformations have to be
  • contractive, so they converge to
  • to a fixed set of points. So let's say we have, we're going
  • to go, we have.
  • You want to do a square image from Zero to One in x
  • and in y and
  • Okay, so,
  • what other information do we Need to know when to stop our
  • recursion or our concat composition of Tran of
  • transformation matrices.
  • That was the sentence. Did you mean, like, if you mean how to
  • stop the recursion. You just got to send in how many depth you
  • want?
  • Yeah. So how do we determine the depths of we want? Really
  • depends on how many generations you want. So at the beginning,
  • if I say I wanted one, I would send in the second image you
  • have there. So generation one. So then you send in one, and you
  • subtract that one, and when you send it in a final time, it'll
  • be like if it's greater than if depth is greater than zero,
  • we'll keep going, and then if not, we'll draw, draw whatever
  • we have currently.
  • Yeah, okay, but going with the idea that we do, we want to make
  • a pixel sized shape, or dealing with a pixel size shape from
  • each of these strings of transformation. So how so this
  • is the space, the world space we're dealing with.
  • But what about the resolution we're going to create in our
  • image. So if we say 1024 by 1024 I
  • so we want to have the number of levels such that this
  • contraction factor is Less than or is approximately equal to
  • This size and
  • so compose until I
  • so we're going to start with, say this is the size that we're
  • starting With, so we have a width of one, and then after we
  • apply one transformation, it's point Five, and apply another
  • transformation, It's point two, five and
  • so we take that the size of our rural space, and then we use a
  • way to estimate the size of the
  • so The transformation is going to end up to produce a a point
  • which is a pixel size. Does that make sense? Can you hear me in
  • the back? Okay, my tailing off, trailing off a little bit. I'll
  • try and keep the volume up. Okay, so then that brings us to
  • the assignment to reimagine the desktop tetrahedron. So let's
  • see if I Can.
  • Chapter is honest. I
  • I hope I'm curious why it's taking so long. Been quicker
  • before
  • minutes i entertainable.
  • I Okay, so Here are three spheres.
  • Corresponds
  • to gasket, example, So
  • just a little better. Okay, so I
  • so I'm using Object instantiation here. So I made a
  • base object. I
  • i So I called it the object base, and then inside the object
  • definition, I say attribute begin. So that gives me so
  • because I'm putting the attribute begin and ends in
  • here, that I'm doing a transformation, not to the
  • current one, but starting from a fresh
  • so another other languages might do push and pop, so it saves the
  • state anyway. So then I'm not if I, if I don't separate them with
  • the attribute begin and ends, then
  • the third, the third sphere, would be point five times point
  • five times point five. So be point 125, and not, if that
  • makes sense. So I'm, so I define this base object. Here's that,
  • there's the example of it. So I'm starting with the I'm just
  • letting it be unit sphere of diffuse material.
  • So I have three spheres. I have an object, then object end. So
  • then to use the object, I See object instance And then base I
  • so do You see what I've done here?
  • So I'm doing a translation of the base object, first scaling
  • by one half in all directions, and then doing a translation,
  • scaling. And then the third one is scale,
  • and translate and scaled as well. So what is, what do you
  • think the output of this, this description, C, description will
  • be gasket. I,
  • any ideas how many spheres are Going to see light?
  • Nine. Yes, I
  • now, how do I get to 27 Copy
  • when you did there?
  • Thinking, versus for me, part.
  • Let's make a new object. I
  • so it should be the same image that we just had.
  • Okay, can't Do that. I
  • see, how Do we Start? I
  • Okay, what's going to be The impact of that
  • change? I
  • i guess 27
  • let's See if I correct. Do
  • So I still have nine spheres, because I'm transforming the
  • three spheres. I transformed the three spheres three times. So
  • now I have to fill in The transformations to Make the
  • Other I
  • It seems like a lot of mass on the board and maybe should be
  • nice On the Part I
  • Well, I offline. So what? What do we want to do?
  • So you want
  • one three spheres here, three spheres there, three spheres
  • here, three spheres here. I
  • And in each of these places. So what? 123456789, times, Three is
  • 27, So
  • I Skip there.
  • I and it's
  • making little stars on the insides, which is pretty
  • cool, that one section you completed, It makes a new shape
  • You saw
  • You. Yes, I
  • so There's only
  • a few spheres short here, yeah,
  • so We have 18, so I see what's happening. You shared the base
  • of the bottom triangles with the top triangles.
  • Yeah. And
  • that the middle one, too should not. So you have it so that the
  • middle like the bottom quadrant, if you look at those three
  • triangles, that is correct. The rest of it is not. So if you
  • just, if you move everything over and upward, and you have to
  • have a second copy of the bottom left three triangles, and then a
  • third copy on top, and that's what you're aiming for. And then
  • there'll be a big hole in the middle, as you would expect, on
  • a seconds. Keep Yes.
  • Anyway, I'm i I'll give you this file. You can work on it, if you
  • like. But this is the idea behind constructing a model of
  • tetrahedron. So this is one way to do it, maybe a little bit
  • tedious in a way to do it. So imagine a way is to compute
  • transformation, compute the final transformations, thinking
  • about what kind of resolution you want. And then you can
  • specify the transformation matrix as the input.
  • In the same description you can do it you can specify the 16
  • coefficients of the matrix, and doing a transformation That way
  • gives you it starts with a fresh current transformation matrix,
  • so you're not concatenating them.
  • So there are places online to find the coordinates of the
  • vertices of the tetrahedron, and you can construct transformation
  • matrices like this, like we've done Here. I'll fix that up. I
  • realize I haven't I'm
  • I have anyway. So this is for students, a little demo of how
  • to do things, fractal shapes in pbrt, fill similar shapes. And
  • I'll fix that up, and I'll send it to you. Do
  • so we're out and so time. But I wanted to ask, what are two ways
  • to describe common forms for describing shapes?
  • So there was implicit, yeah, everything was parabolic,
  • separate, parametric, parametric,
  • okay, good,
  • okay, so how about we end there. I'll fix this file up for you.
  • Maybe I'll do a version with transformation matrices in it.
  • Okay? Does that sound all right? Thank you for today. Have a good
  • weekend.
  • See you on Tuesday.

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