Building Fractal Planets

Professor Ken Musgrave

[From the Fall 1994 George Washington U. EECS Newsletter]

Some example planets.

What does it take to build a world? This is the central question of my research. My overarching goal is the creation from first algorithmic principles of an entire planet, well-defined everywhere and at all scales, with visual complexity, appearance, and beauty similar to Earth, and to bring that model to real-time performance. Needless to say, this undertaking subsumes a large number of interesting and challenging elements. These include developing our capabilities in visual realism, models of natural phenomena, computational efficiency in such models, and algorithmic art. I am confident that there are enough challenges involved to keep me busy for the rest of my days.

A planet, at the scales of ordinary human experience, is defined by its landscapes. Landscapes are in turn defined by the form of the land, the lighting, the current state of the atmosphere, and by the life forms found within it. My research encompasses the first three, terrain, lighting, and atmospherics; peculiarities of taste and predilection lead me to eschew modeling life forms, leaving them to others to perfect. There is no accounting for taste, and "I love landscapes!"

A landscape set on the face of the above planet -- no kidding! (See the mpeg movie below.)

A One-Paragraph Autobiography

A truly fortuitous convergence of circumstances has lead me to this undertaking. First, there was my personal affinity for landscapes: a beautiful landscape evokes a deep spiritual passion in me; it always has. Then came my brief, abortive education in the visual arts (with the guidance of my loving father, I quickly realized this was not a promising way to make a living!) Next came my extensive self-education in the natural sciences -- I have always loved science, and keep abreast of it as an avocational interest. Then, in my late twenties, came the necessity of Getting Serious About My Career, and my choice of computer science as a field where I could work with scientists without having to choose picayune specialization in a particular field. I have always sought "the big picture" and been prone to regarding details as tedious and obfuscatory. It seems that advanced courses in the sciences quickly devolve into boring details; hence I was loathe to commit to any given scientific field (my first love, astrophysics, being even more future-free than art). Despite this negative attitude towards details, I have a reductionist mind. Computer science appeals enormously because we can understand the system under study from first principles. Having chosen computer science for practical job-market reasons, I soon found (to my considerable surprise) that I love it! Next came my romance with computer graphics which, equally unexpectedly, enthralled me enough that I became a very narrow specialist within the field of computer science. Finally, in the luckiest stroke of all, I was hired by Mandelbrot to work with him at Yale as a computer graphics programmer. Within weeks my predilection for landscape renderings showed itself, Benoit gave me free reign to do as I saw fit and, as they say, "the rest is history."

A classic image from what Mandelbrot calls the "Romantic era" of fractal landscapes.

Fractal Terrain Models

All successful synthetic terrain models for computer graphics are fractal: That is, they feature complexity resulting from the repetition of form over a variety of scales. The complexity resulting from this repetition of form over many scales leads to the odd idea of fractal dimension: a spatial dimension which is intermediate between the familiar integer-valued (i.e., 1, 2, and 3) dimensions we're used to dealing with. Most fractal terrains are based on a fractal function called fractional Brownian motion or fBm for short. FBm is simply a sum of randomly phase-shifted sine waves, the amplitude of which varies with frequency as 1/fß for 1<=ß<=3. FBm has a jagged trace which resembles the skyline of a mountain range. Mandelbrot observed this and reasoned that extending the function to two (-point-something, if you insist) dimensions would result in a surface resembling mountainous terrain. He did so and presto! fractal mountains were born.

A mountain made from a variety of fBm; fractal dimension approximately 2.2. The clouds, water, and snowline are also modeled with fBm.

Note that there is no scientific basis, i.e., linkage to first physical principles, in this choice of terrain models. It is an example of what I call an ontogenetic model: a model based on visible morphological character. Mandelbrot and I take a lot of flak for this seemingly ad-hoc approach to modeling Nature. Benoit maintains that visual reasoning has its place in math and science; I take the more easily-defensible position that computer graphics is engineering, not science, and that therefore the end justifies the means. As natural philosophers--scientists looking for pattern in Nature wherever we can find it--we both vigorously maintain that the elegance and descriptive power of such a simple model of potentially-unlimited complexity recommends it strongly. It certainly withstands a shave with Occam's Razor, the principle that the simpler model is the preferred model, better than any known or conceivable "physical" model.

Multifractals

FBm is, by design, statistically homogeneous and isotropic. That is, while it is not exactly the same in any two places, it has the same "feel" everywhere. Real terrains are more complex than that. In computer graphics we use a variety of bastardized schemes to approximate fBm; when I started working with him in 1987 Mandelbrot was interested in ameliorating some of the documented artifacts inherent in efficient fBm-approximation algorithms. [3] Following his lead I developed some conjectures of my own concerning the morphology of terrain which lead to models which incorporate heterogeneity, e.g., valleys which are smoother than peaks. [4] I had not yet heard of the term at the time, but these models were multifractals: heterogeneous fractals the heterogeneity of which is the same over a variety of scales. Multifractal models I'm currently developing preserve the elegance of fBm to a large degree (only one more parameter is added) while extending fBm's expressive power: A multifractal terrain model can, for instance, readily provide plains, rolling foothills, and alpine mountains all in one surface patch. Turbulence has long been known to be composed of a hierarchy of eddies; hence it is fractal. Furthermore, turbulence is multifractal [1] ; it is one of my current research goals to use my multifractals to construct improved ontogenetic models of turbulence for computer graphics.

A multifractal terrain patch. Note the heterogeneity of the terrain.

Erosion

Some of the most salient features in landscapes are due to fluvial erosion, or running water. These features are formed by drainage of potential from an area, and as such are context-sensitive. Computer scientists know that context-sensitive algorithms are expensive to compute, hence river networks are difficult to include in practical terrain modeling schemes. One of my contributions has been the introduction of physical models of erosion [4] to create such terrain features. Mandelbrot always spurned these dynamic simulations--"Not enough bang for the buck!" he say --but they are one of the more promising lines of my research. It turns out that having water flow downhill and sit still in lakes and ponds requires numerical schemes to solve some rather nasty partial differential equations; for expertise in this I defer to my colleague Ed Bolton from the Yale Department of Geophysics. Professor Bolton and I spent the month of August working on this at NRL; we are now ready to move on to full-scale simulations of the erosion over geologic time. Expected results of this line of research include animations of orogenesis (mountain-building) and the formation of badlands-style canyons, as well as experimental validation of published erosion laws from the literature of fluvial geomorphology. We also hope to use static erosion gradient fields along with multifractal terrain models to inform improved stochastic interpolation to add detail to measured terrain data sets.

A synthetic fractal terrain patch before erosion simulation.
The same terrain patch after erosion simulation.

Atmospherics

Landscape painters have known for hundreds of years that the primary visual cue indicating really large scale is what they call aerial perspective: the bluing and loss of contrast of objects viewed at a distance through the atmosphere. (For an example of early use of aerial perspective see the landscape appearing behind the Mona Lisa.) Aerial perspective is the result of two processes: Rayleigh and Mie scattering. Rayleigh scattering is what makes the sky blue, while Mie scattering makes the sky whitish on a hazy day. Both are scientifically described by mathematics too complex to use for production image synthesis; part of my research is in developing efficient ontogenetic approximations of them. Efficiency of scattering is in turn affected by the local density of the atmosphere. Another part of my research involves constructing ontogenetic geometric atmospheric density distribution (GADD) models. These models need to be continuous, realistic (e.g., curving around the surface of a planet), and efficiently integrable. Both scattering and GADD models are critical to obtaining the aerial perspective necessary for realistic landscape renderings.

Aerial perspective provides a sense of scale in synthetic landscape imagery.

Proceduralism

A distinguishing aspect of my methodology in image synthesis is proceduralism. I define proceduralism as the practice of distilling complex behaviors into terse algorithmic descriptions, which are accessed via lazy evaluation (that's a standard term in computer science, not my own pejorative!) This year I co-authored the first book on the topic. [2] The way I use it, proceduralism amounts to an artistic process which is ideally suited to the computer: It abstracts copious detail into a compact set of instructions for its reproduction. The process of reproduction is both simple and tedious--therefore it's ideal work for a computer. Pithiness in description (as recommended by Occam's razor) is traded for exhaustive calculation, as only abstractions are stored and all specifics must be constructed from them.

I'm currently teaching a course on procedural methods for computer graphics. The students have made lots of neat images...

As a proceduralist, I generally constrain my images to be the exact output of a computer program, that program being as terse as possible. From the standpoint of formal logic, this implies that the images are theorems which have been derived in a formal system. Formal systems are perforce deterministic. Yet as an artist I am an expressionist, and I claim that my images represent a sort of spiritual self-expression. This juxtaposition of determinism, which if universal precludes free will, and self-expression, which is among the highest manifestations of free will, marks the peculiar artistic process I practice. One of my theses is supporting the claim that this artistic process is more different than other creative processes for the visual arts, than any other new process or medium ever to come along. My thesis on this topic is illuminated in the essay Formal Logic & Self-Expression.

An image inspired by recurring end-of-the-world dreams I had as a child. I claim that this image, among others, represents a sort of spiritual self-expression on my part, as an artist. This is, of course, about as scientifically weak a claim as one can make, as no one can verify it but the claimant.

The Future of This Work

So far, all of my finished images have taken on the order of minutes or hours to compute on a fast workstation. This work will not come to full fruition until it is interactive, until it has been realized with real-time performance. Getting from hours per frame to the tens of frames per second required for real-time requires speeding things up by several orders of magnitude. This represents a formidable engineering challenge for the years to come. It will require mapping certain algorithms into hardware, the maximization of simplifying assumptions, and as many advances in algorithmic efficiency as can be found. The result will be real time VR (virtual reality) scenarios of unprecedented realism and beauty. You may, for example, be able to pilot your own starship through a synthetic universe, exploring synthetic planets that you find along your way.

In low orbit above the planet Gaea, approaching for adventures unknown...
The Gaea Zoom -- my first animation of a virtual world.

It is my professional opinion that we have barely begun to scratch the surface of the problem of reproducing in synthetic imagery the visual complexity that confronts us all day, every day: You'd be hard put to find a scene as visually simple as the best, most realistic computer graphic representation of the same scene. It is bringing this visual complexity to synthetic imagery that drives my research, and imbuing it with as much beauty as I can engineer that drives my artwork. I look forward to a long and fruitful career in pursuing these goals.

References

[1] Constantin, P., I. Procacchia, and K.R. Sreenivasan, Isoscalar Contours in Turbulence, Phy. Rev. Lett., 1991, 67, pp. 1739.

[2] Ebert, D.S., ed., Textures and Modeling: A Procedural Approach, ed., 1994, Academic Press, Cambridge, MA.

[3] Mandelbrot, B.B., Fractal landscapes without creases and with rivers, in The Science of Fractal Images, H.O. Peitgen and D. Saupe, Editor, 1988, Springer-Verlag, New York, pp. 243-260.

[4] Musgrave, F.K., C.E. Kolb, and R.S. Mace, The Synthesis and Rendering of Eroded Fractal Terrains, Computer Graphics, July, 1989, 23:3, pp. 41-50.