Danny Heap
danny@gibbs.med.utoronto.ca
The chaos game provides a computationally tractable method for rendering an Iterated Function System (IFS) on a device with a finite resolution, for example a computer monitor. Given a transformation
However, rendering squares is computationally more expensive than rendering points, but both are compact subsets of , and equally suitable as grist for our IFS mill. Also, rendering two length- compositions of the is more expensive than using the length- suffix of one composition as the prefix of the next. Finally, some of the transformations require fewer iterations than others, if they are composed of transformations with smaller contractions. These ideas form the basis of the chaos game.
choose point
while (you have patience...)
choose transformation
end while
Since the desired fractal is the fixed point of , it's not hard to show that this method gets arbitrarily close to to . Suppose is a string of digits, , each occurring with nonzero probability in a random sequence. The chaos game executes the composition with probability , where is the probability of digit appearing. So, for a sufficiently long sequence you can be confident that there is a point near1address (the image of under ). Thus, after some points are chosen, the chaos game ``fills out'' : every point of is within 1 pixel of some .
By choosing the probabilities carefully the length of the sequence may be pretty modest, for example a few tens of thousands to render Sierpinski's gasket on a grid, and the chaos game is a reasonable method for rendering fractals. However, it's reasonable to ask what role does the random choice of the play?
I propose that we either modify a random sequence, or use a thoroughly non-random sequence to investigate the effects this has on the resulting fractal-like objects. These modifications may alter one of (a) the resulting object, i.e. the limit of the set of pixels drawn by the chaos game, or (b) the uniformity of rendering the object.