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ppmforge(1)					      ppmforge(1)

NAME
       ppmforge	 -  fractal  forgeries	of  clouds,  planets, and
       starry skies

SYNOPSIS
       ppmforge [-clouds] [-night] [-dimension dimen] [-hour
		hour] [-inclination|-tilt angle] [-mesh size]
		[-power factor] [-glaciers level] [-ice level]
		[-saturation sat] [-seed seed] [-stars fraction]
		[-xsize|-width width] [-ysize|-height height]

DESCRIPTION
       ppmforge generates three kinds of ``random  fractal  forg
       eries,''	 the  term  coined  by Richard F. Voss of the IBM
       Thomas J. Watson Research Center for  seemingly	realistic
       pictures of natural objects generated by simple algorithms
       embodying randomness  and  fractal  self-similarity.   The
       techniques used by ppmforge are essentially those given by
       Voss[1], particularly the technique of spectral	synthesis
       explained in more detail by Dietmar Saupe[2].

       The  program  generates two varieties of pictures: planets
       and clouds, which are just different  renderings	 of  data
       generated  in  an identical manner, illustrating the unity
       of the fractal structure of these very different	 objects.
       A  third type of picture, a starry sky, is synthesised di
       rectly from pseudorandom numbers.

       The generation of planets or clouds begins with the prepa
       ration of an array of random data in the frequency domain.
       The size of this array, the ``mesh size,'' can be set with
       the  -mesh  option; the larger the mesh the more realistic
       the pictures but the calculation time and memory	 require
       ment  increases as the square of the mesh size.	The frac
       tal dimension, which you can specify with  the  -dimension
       option,	determines  the	 roughness  of the terrain on the
       planet or the scale of detail in the clouds.  As the frac
       tal dimension is increased, more high frequency components
       are added into the random mesh.

       Once the mesh is generated,  an	inverse	 two  dimensional
       Fourier transform is performed upon it.	This converts the
       original random frequency domain data into spatial  ampli
       tudes.	We scale the real components that result from the
       Fourier transform into numbers from 0 to 1 associated with
       each  point on the mesh.	 You can further modify this num
       ber by applying a ``power law scale'' to it with the -pow
       er  option.   Unity scale leaves the numbers unmodified; a
       power scale of 0.5 takes the square root of the numbers in
       the mesh, while a power scale of 3 replaces the numbers in
       the mesh with their cubes.  Power law scaling is best  en
       visioned	 by thinking of the data as representing the ele
       vation of terrain; powers less  than  1	yield  landscapes
       with  vertical scarps that look like glacially-carved val
       leys; powers greater than  one  make  fairy-castle  spires
       (which  require	large  mesh sizes and high resolution for
       best results).

       After these calculations, we have a array of the specified
       size  containing	 numbers  that	range  from  0 to 1.  The
       pixmaps are generated as follows:

       Clouds	 A colour map is created that  ranges  from  pure
		 blue to white by increasing admixture (desatura
		 tion) of blue with white.  Numbers less than 0.5
		 are  coloured	blue, numbers between 0.5 and 1.0
		 are coloured with corresponding levels of white,
		 with 1.0 being pure white.

       Planet	 The  mesh  is	projected  onto a sphere.  Values
		 less than 0.5 are treated as  water  and  values
		 between  0.5  and  1.0 as land.  The water areas
		 are coloured based upon  the  water  depth,  and
		 land  based  on its elevation.	 The random depth
		 data are used to create clouds over the  oceans.
		 An  atmosphere approximately like the Earth's is
		 simulated; its light absorption is calculated to
		 create	 a blue cast around the limb of the plan
		 et.  A function that rises from 0 to 1 based  on
		 latitude  is modulated by the local elevation to
		 generate polar ice caps--high	altitude  terrain
		 carries  glaciers  farther from the pole.  Based
		 on the position of the star with respect to  the
		 observer,  the	 apparent colour of each pixel of
		 the planet is calculated by ray-tracing from the
		 star  to the planet to the observer and applying
		 a lighting model that	sums  ambient  light  and
		 diffuse  reflection  (for  most  planets ambient
		 light is zero, as their primary star is the only
		 source of illumination).  Additional random data
		 are used to generate stars around the planet.

       Night	 A sequence of pseudorandom numbers  is	 used  to
		 generate stars with a user specified density.

       Cloud pictures always contain 256 or fewer colours and may
       be displayed on most colour mapped devices without further
       processing.   Planet  pictures often contain tens of thou
       sands of colours which must be compressed with ppmquant or
       ppmdither  before  encoding in a colour mapped format.  If
       the display resolution is high enough, ppmdither generally
       produces better looking planets.	 ppmquant tends to create
       discrete colour bands, particularly in the  oceans,  which
       are unrealistic and distracting.	 The number of colours in
       starry sky pictures generated with the -night  option  de
       pends  on the value specified for -saturation.  Small val
       ues limit the colour temperature distribution of the stars
       and  reduce  the	 number	 of colours in the image.  If the
       -saturation is set  to  0,  none	 of  the  stars	 will  be
       coloured	 and  the resulting image will never contain more
       than 256 colours.  Night sky pictures with many	different
       star colours often look best when colour compressed by pn
       mdepth rather than ppmquant or ppmdither.   Try	newmaxval
       settings of 63, 31, or 15 with pnmdepth to reduce the num
       ber of colours in the picture to 256 or fewer.

OPTIONS
       -clouds	 Generate clouds.  A pixmap of fractal clouds  is
		 generated.   Selecting	 clouds	 sets the default
		 for fractal dimension to 2.15	and  power  scale
		 factor to 0.75.

       -dimension dimen
		 Sets  the fractal dimension to the specified di_
		 men, which may be any floating point  value  be
		 tween 0 and 3.	 Higher fractal dimensions create
		 more ``chaotic'' images,  which  require  higher
		 resolution  output and a larger FFT mesh size to
		 look good.  If no dimension is specified, 2.4 is
		 used	when  generating  planets  and	2.15  for
		 clouds.

       -glaciers level
		 The floating point level  setting  controls  the
		 extent	 to which terrain elevation causes ice to
		 appear at lower latitudes.  The default value of
		 0.75  makes  the  polar  caps	extend toward the
		 equator across high terrain and  forms	 glaciers
		 in  the  highest mountains, as on Earth.  Higher
		 values make ice sheets that cover more and  more
		 of  the  land surface, simulating planets in the
		 midst of an ice age.  Lower values  tend  to  be
		 boring,  resulting in unrealistic geometrically-
		 precise ice cap boundaries.

       -hour hour
		 When generating a planet, hour is  used  as  the
		 ``hour	 angle at the central meridian.''  If you
		 specify -hour 12, for example, the  planet  will
		 be fully illuminated, corresponding to high noon
		 at the longitude at the centre	 of  the  screen.
		 You can specify any floating point value between
		 0 and 24 for hour, but values which  place  most
		 of  the planet in darkness (0 to 4 and 20 to 24)
		 result in crescents which, while  pretty,  don't
		 give  you many illuminated pixels for the amount
		 of computing that's required.	If no  -hour  op
		 tion  is  specified, a random hour angle is cho
		 sen, biased so that only 25% of the images  gen
		 erated will be crescents.

       -ice level
		 Sets  the  extent  of	the polar ice caps to the
		 given floating point level.  The  default  level
		 of 0.4 produces ice caps similar to those of the
		 Earth.	 Smaller values reduce the amount of ice,
		 while larger -ice settings create more prominent
		 ice caps.  Sufficiently large	values,	 such  as
		 100  or more, in conjunction with small settings
		 for -glaciers (try  0.1)  create  ``ice  balls''
		 like Europa.

       -inclination|-tilt angle
		 The  inclination angle of the planet with regard
		 to its primary star is set to angle,  which  can
		 be any floating point value from -90 to 90.  The
		 inclination angle can be thought of as	 specify
		 ing,  in  degrees,  the ``season'' the planet is
		 presently experiencing or, more  precisely,  the
		 latitude  at  which the star transits the zenith
		 at local noon.	 If 0, the planet is at	 equinox;
		 the  star  is	directly overhead at the equator.
		 Positive values represent summer in the northern
		 hemisphere, negative values summer in the south
		 ern hemisphere.  The Earth's inclination  angle,
		 for example, is about 23.5 at the June solstice,
		 0 at the equinoxes in March and  September,  and
		 -23.5	at the December solstice.  If no inclina
		 tion angle is specified, a random value  between
		 -21.6 and 21.6 degrees is chosen.

       -mesh size
		 A mesh of size by size will be used for the fast
		 Fourier transform (FFT).  Note that  memory  re
		 quirements and computation speed increase as the
		 square of size; if you double the mesh size, the
		 program  will	use four times the memory and run
		 four  times  as  long.	  The  default	mesh   is
		 256x256,  which produces reasonably good looking
		 pictures while using half  a  megabyte	 for  the
		 256x256  array	 of single precision complex num
		 bers required by the FFT.  On machines with lim
		 ited memory capacity, you may have to reduce the
		 mesh size to avoid running out of RAM.	 Increas
		 ing  the  mesh size produces better looking pic
		 tures; the difference becomes	particularly  no
		 ticeable  when generating high resolution images
		 with relatively high fractal dimensions (between
		 2.2 and 3).

       -night	 A starry sky is generated.  The stars are creat
		 ed by the same algorithm used for the stars that
		 surround  planet  pictures,  but the output con
		 sists exclusively of stars.

       -power factor
		 Sets the ``power factor'' used to  scale  eleva
		 tions	synthesised from the FFT to factor, which
		 can be any floating point  number  greater  than
		 zero.	 If  no	 factor is specified a default of
		 1.2 is used if a planet is being  generated,  or
		 0.75  if  clouds are selected by the -clouds op
		 tion.	The result of the FFT image synthesis  is
		 an array of elevation values between 0 and 1.	A
		 non-unity power  factor  exponentiates	 each  of
		 these	elevations  to	the specified power.  For
		 example, a power factor of 2 squares each value,
		 while	a  power factor of 0.5 replaces each with
		 its square root.  (Note that exponentiating val
		 ues  between  0  and 1 yields values that remain
		 within that range.)  Power factors less  than	1
		 emphasise  large-scale	 elevation changes at the
		 expense  of  small  variations.   Power  factors
		 greater  than	1  increase  the roughness of the
		 terrain and, like high fractal	 dimensions,  may
		 require  a  larger  FFT  mesh size and/or higher
		 screen resolution to look good.

       -saturation sat
		 Controls the degree of colour saturation of  the
		 stars	that  surround	planet	pictures and fill
		 starry skies created  with  the  -night  option.
		 The default value of 125 creates stars which re
		 semble the sky as seen by  the	 human	eye  from
		 Earth's   surface.   Stars  are  dim;	only  the
		 brightest activate the cones in the human  reti
		 na, causing colour to be perceived.  Higher val
		 ues of sat approximate the appearance	of  stars
		 from  Earth orbit, where better dark adaptation,
		 absence of skyglow,  and  the	concentration  of
		 light	from  a given star onto a smaller area of
		 the retina thanks to  the  lack  of  atmospheric
		 turbulence  enhances  the  perception of colour.
		 Values greater than 250  create  ``science  fic
		 tion''	 skies that, while pretty, don't occur in
		 this universe.

		 Thanks to the inverse square law  combined  with
		 Nature's  love	 of  mediocrity,  there are many,
		 many dim stars for every bright one.  This popu
		 lation	 relationship  is accurately reflected in
		 the skies created by ppmforge.	  Dim,	low  mass
		 stars	live  much  longer  than  bright  massive
		 stars, consequently there are many reddish stars
		 for every blue giant.	This relationship is pre
		 served by ppmforge.  You can reverse the propor
		 tion,	simulating the sky as seen in a starburst
		 galaxy, by specifying a negative sat value.

       -seed num Sets the seed for the random number generator to
		 the  integer  num.  The seed used to create each
		 picture is displayed on standard output  (unless
		 suppressed  with  the	-quiet option).	 Pictures
		 generated with the same seed will be  identical.
		 If  no -seed is specified, a random seed derived
		 from the date and time will be chosen.	 Specify
		 ing  an  explicit seed allows you to re-render a
		 picture you particularly like at a higher  reso
		 lution or with different viewing parameters.

       -stars fraction
		 Specifies the percentage of pixels, in tenths of
		 a percent, which will appear  as  stars,  either
		 surrounding a planet or filling the entire frame
		 if -night is specified.  The default fraction is
		 100.

       -xsize|-width width
		 Sets  the  width of the generated image to width
		 pixels.  The default width is 256  pixels.   Im
		 ages  must be at least as wide as they are high;
		 if a width less than the height is specified, it
		 will  be  increased to equal the height.  If you
		 must have a long skinny pixmap,  make	a  square
		 one  with ppmforge, then use pnmcut to extract a
		 portion of the shape and size you require.

       -ysize|-height height
		 Sets the height of the generated image to height
		 pixels.   The	default height is 256 pixels.  If
		 the height  specified	exceeds	 the  width,  the
		 width will be increased to equal the height.

       All flags can be abbreviated to their shortest unique pre
       fix.

BUGS
       The algorithms require the output pixmap to be at least as
       wide  as it is high, and the width to be an even number of
       pixels.	These constraints are enforced by increasing  the
       size of the requested pixmap if necessary.

       You  may have to reduce the FFT mesh size on machines with
       16 bit integers and segmented pointer architectures.

SEE ALSO
       pnmcut(1), pnmdepth(1), ppmdither(1), ppmquant(1), ppm(5)

       [1]  Voss, Richard F., ``Random	Fractal	 Forgeries,''  in
	    Earnshaw et. al., Fundamental Algorithms for Computer
	    Graphics, Berlin: Springer-Verlag, 1985.

       [2]  Peitgen, H.-O., and Saupe, D. eds.,	 The  Science  Of

	    Fractal Images, New York: Springer Verlag, 1988.

AUTHOR
	    John Walker
	    Autodesk SA
	    Avenue des Champs-Montants 14b
	    CH-2074 MARIN
	    Suisse/Schweiz/Svizzera/Svizra/Switzerland
	    Usenet:  kelvin@Autodesk.com
	    Fax:     038/33 88 15
	    Voice:   038/33 76 33

       Permission to use, copy, modify, and distribute this soft
       ware and its documentation for any purpose and without fee
       is hereby granted, without any conditions or restrictions.
       This software is provided ``as is'' without express or im
       plied warranty.

       PLUGWARE!   If  you  like this kind of stuff, you may also
       enjoy ``James Gleick's Chaos--The Software''  for  MS-DOS,
       available for $59.95 from your local software store or di
       rectly from Autodesk, Inc.,  Attn:  Science  Series,  2320
       Marinship Way, Sausalito, CA 94965, USA.	 Telephone: (800)
       688-2344 toll-free or, outside the U.S. (415) 332-2344 Ext
       4886.   Fax:  (415) 289-4718.  ``Chaos--The Software'' in
       cludes a	 more  comprehensive  fractal  forgery	generator
       which  creates  three-dimensional  landscapes  as  well as
       clouds and planets, plus five more modules  which  explore
       other  aspects  of Chaos.  The user guide of more than 200
       pages includes an introduction by  James	 Gleick	 and  de
       tailed  explanations by Rudy Rucker of the mathematics and
       algorithms used by each program.

			 25 October 1991	      ppmforge(1)
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