Computer Scientist Explains Fractals in 5 Levels of Difficulty
Released on 05/30/2022
Hi, I'm Keenan Crane.
I am a geometer and professor of computer science at
Carnegie Mellon university.
And today I've been asked to explain fractals at five levels
of increasing complexity.
So fractals are a sort of strange kind of shape that have
detail at all different levels.
Fractals appear all over nature.
They rise naturally in computer graphics because we wanna
make beautiful images of the natural world.
Fractals are also really interesting because they show how
extremely simple descriptions can give rise to really
complex shapes.
What's your name?
Myra.
Have you heard of fractals before?
No, absolutely not.
So a fractal is something that we see every day,
but it's a little bit hard to describe.
It's it's a shape that if you look at it really far away,
or you look at it really up close,
it has kind of a similar appearance.
And actually that word fractal sounds
a little bit like fraction.
Yes. Right?
So actually fractals are in some way fractions,
but for shapes.
Have you ever seen a movie called Moana?
Yes. Yeah.
Moana lives on this like beautiful island, right?
Yes.
This island has lots of trees on it.
Some artists had to make all those trees.
How do you think they do that?
They tried to find something similar to that on the Google
and they try to picture it in their heads saying,
what would, what would it look like if they,
it was animated?
So somehow they have to explain
to the computer what a tree
looks like so that the computer can draw the tree for them.
Yes.
And that's kind of what we're gonna try out today.
In fact, we're gonna have you build a fractal.
A tree is a really good example of a fractal
because if you look at the whole tree
and then you break off a big branch of the tree.
Yes.
It almost looks like that branch that you broke off is
itself another tree.
So our rule is that every branch splits
into two smaller branches.
Okay.
[low beat music]
So your tree is totally beautiful,
but it took a long time to make, right.
How would you feel if I said,
now you have to make a thousand of those trees.
I'd be like, oh my that's a lot of work.
Yeah, it's a ton of work.
If you think about Moana's island,
it has these tens and hundreds of thousands of trees on it.
And that's why we need computers to help us out
because computers are really good
at taking these really simple rules,
like put two branches on every other branch
and doing it really, really fast.
I want to know how to draw a fractal.
On a computer if you wanna learn to draw fractals,
then you might need to learn a little bit about programming.
[Keenan] Programming. Yeah.
Like coding.
Like coding, exactly.
That's what actually a lot of the artists for the movies are
working with code rather than with a paintbrush.
So in your own words,
how would you describe a fractal to somebody?
I would describe a fractal by saying
that when you see a, a object,
if you zoom in closely,
you'll see that it's, it's broken down into pieces.
So as you zoom in more closely,
you'll keep seeing smaller and smaller pieces.
Definitely that is totally what fractals are all about.
Yes.
[low beat music]
What are you studying in seventh grade these days?
I think we're doing geometry still.
What if I told you that there are shapes where you can't
measure the length of the perimeter.
It's big, but all of the sides are kind of like,
so weird
that they wouldn't be able
to pinpoint anything specific to add together.
The shape is just super, super complicated.
Yeah.
And so you can't actually measure the length.
Yeah. Right?
Yeah.
So that's already a really good idea of what a fractal is.
It has some really, really interesting detail at all,
scales that makes it hard to talk about standard quantities
like lengths and areas and volumes.
Would a planet or an asteroid be a fractal?
Yeah, so if you look at kind of the wrinkly surface
of an asteroid,
each one of those little wrinkles adds
a little bit to the surface area.
And so it's really hard to say,
what is the area of an asteroid?
Let's take a look at a little example of where fractals
actually show up in nature.
What we're gonna try to do is we're gonna try
to say what the length of the coastline of great Britain is.
So we're gonna start out with the blue ones,
which are spaced further apart.
We're gonna ask you to connect the blue pins
with a piece of string so we can get a measurement
of the coastline.
[low beat music]
So we have our first measurement
of the length of the coastline,
and we're gonna do it over again.
But this time we're gonna use the white pins,
which are spaced closer together.
[low beat music]
So we measured the coastline again.
And what do you think happens?
There's more in and out.
Therefore probably takes more string for this one.
I think I agree with you,
but I think to really validate our scientific experiment,
we should probably compare the length of the string.
[low beat music]
A lot of extra slack in that pig of string.
So what we noticed with great Britain is
we were never able to measure it's length.
It just kept getting longer and longer.
This is called the coastline paradox where there's not
really one definite number you can assign
to the length of the coastline,
but it depends on how you measure it.
Like if we kept going to really get this to be accurate,
we might have to like actually go down the beach
and start measuring these tiny little details
along the coastline.
But really there's so much detail.
We would probably never get a definite answer
for how long the coastline is.
Fractals also give us a really nice language.
We're talking about how smooth
or rough some kind of shape is.
And actually a lot of people,
engineers and scientists use this idea of fractals
and this language of fractals
to compare different shapes,
not in terms of their size, but in terms of their roughness.
So based on everything we talked about today,
how would you describe a fractal
to somebody in your own words?
It's a shape,
that you can't describe as a shape.
Yeah, totally.
Like it's a shape that you can't use sort
of the ordinary language that we use
to talk about shapes you really need
some other ideas or concepts to talk about.
[low beat music]
Do you play any video games?
I really like hard stone Minecraft.
What happens in Minecraft if you get really,
really close to a shape?
Well, it just looks like a block.
Yeah it looks really blocky.
And it's the same thing not only with shapes and games,
but also colors and textures.
And this is an especially a big problem in virtual reality
because you have no control over where people are gonna go.
What they're gonna look at,
how close they're gonna get to various objects.
So fractals on the other hand are these things that have
infinitely, you know,
nice details you get closer and closer and closer.
And so this is something that can help us solve this problem
in computer graphics of generating more detail.
One of the reasons why fractals are really nice
for computer graphics is
because the algorithms that we use to draw
images also have this kind of recursive flavor.
What's recursion?
Recursion is a function that uses itself
or calls itself in it's definition.
And basically with that,
you can figure out minute details such as searching
for a value in a binary tree.
It's kind of like iterating through itself,
but it's often more sophisticated
in that it's easier to write.
They're easy for a computer to execute, right?
It just has to run this recursive procedure over and over
and over again.
We can kind of get as much detail as we want or need.
When I think about fractals and kind of what they've done
for computer graphics.
The example I think is subdivision surfaces.
Did you, did you encounter subdivision surfaces
in your graphics class at all?
The name doesn't really ring a bell?
So subdivision surface is a way
of describing a smooth shape
on a computer rather than some complicated fractal shape.
So meshes and computer graphics are usually made of these
flat polygons with kind of sharp edges.
And so the question is how can I get something nice
and round and smooth out of these sharp looking polygons?
What I can do is I can start cutting one at a time,
the corners of this paper off, it still looks very angular.
I still have these really sharp points.
Right why are we doing this?
Because I want to draw a smooth curve on the screen,
but all my computer can do is draw straight lines.
And that's actually too true of GPUs.
It's kind of interesting.
GPUs are basically really fast machines that can only draw
one thing and that's a flat triangle.
And so if we keep doing this with our paper,
you kind of get pretty quickly the idea
of what's gonna happen.
So when you go to see a Pixar movie, for instance,
every surface has been subdivided down.
So you have tiny little triangles called micro polygons that
are even smaller than the size of a pixel.
How long does this process take?
Well, because people who really need
to use these subdivision services for everything,
people who worked hard over the years
to make this super, super fast.
In fact, subdivision services
were invented basically at Pixar.
There's this guy, Ed Capel,
and he was harshly responsible for one
of the most famous kinds of subdivision surfaces called
Capel Clark subdivision surfaces.
And in fact recently won the touring award
for these subdivision services.
What do you think are the current shortcomings in,
I guess applying fractals to computer science right now,
what are, what is the cutting edge?
So we've, talked a little bit about the positive features
of fractals and procedural graphics,
which is you can write one simple recursive program
and the computer creates a lot of detail for you.
So that's really nice, right?
It's saving you a lot of work,
but the downside is you lose a lot of control.
So because the only thing you're describing
is this short little program,
you don't have complete control
over how this is gonna end up.
And so adding more controllability to procedural graphics is
something people have been thinking about for many years.
So how has our conversation changed your understanding
of what fractals are all about?
I think it's really interesting to see the different ways,
fractals will be not only useful,
but necessary in being able to render these games
and these different programs that are interesting
in the metaverse or different media
to be really beautiful.
[low beat music]
Hey, thanks for joining us remotely.
Yeah, of course it's a pleasure I'm happy to be here.
Do you have any sense
of how you would give a really precise
mathematical definition to, you know, what is a fractal?
It would probably have to be some kind
of recursive definition, like imaginary numbers.
I know the Mandelbrot set we'll use those.
The Mandelbrot set or the Julia set, you know,
the idea is always, oh,
I'm gonna apply some polynomial over and over again.
Z squared plus C or something like that.
When I think about fractals,
I try to get away from these very specific examples and ask,
what is it fundamentally that makes a fractal, a fractal.
And one thing that I think you can be precise about,
even if you can't really say exactly what a fractal is,
is you can talk about this idea of fractal dimension.
Have you ever heard of that? No, I have not actually.
So if you look at this, this piece of paper,
what would you say the dimension is?
Well on the, on the paper itself,
I would say it's two dimensional,
but the actual paper would be three dimensions because it
has a very small thickness.
Yeah, great.
So, so the real physical paper has some amount of thickness,
but when we model this mathematically,
we might ignore the thickness and say, yeah,
this is really just kind
of a two dimensional sheet of paper.
And then you have your apple,
how many dimensions is the apple?
I would also say three.
And why three?
Because it has the pipes and the width.
And there's a depth to it as well.
Totally, now, as a little experiment,
take your piece of paper and just crumple it into a ball.
So what is it?
Is the paper three dimensional or is it two dimensional?
It changed and dimensions depending on how it is shaped.
So it's not quite as solid as the apple,
but it's also not quite as two dimensional
as the original sheet of paper.
And so for this reason, people associate this crumpled ball
with a fractal dimension,
maybe something like 2.5 dimensions instead of two or three,
there are a lot of different definitions,
precise definitions of fractal dimension.
But I think the one that's easiest to understand is this
thing called box counting dimension.
You have, let's say an image
and you want to decide what's the fractal
dimension of this image.
So what you're gonna do is you're gonna count the number
of boxes, or you can imagine big pixels
of this image that cover the
boundary of this shape.
And you're gonna see how does that counting compare
with how the counts work for just an ordinary shape?
So, so if I have a straight line
and I start out with one big
box that covers the whole line,
and now I shrink my boxes by a factor of two,
I just make boxes half as big.
How many boxes will I need to cover that line two?
And if I cut that box in half again,
how many boxes do I need to cover the line.
Four.
But if you take a more interesting shape,
some kind of fractal shape,
like let's say the coastline of great Britain
and you start doing this box, counting experiment,
something really interesting happens
as you make these boxes smaller,
the number of boxes you need to cover the coastline grows
faster than it would for just a straight line.
Yeah, I've, I've heard about that.
Where if you,
if you change the amount of measurement for a coastline,
you can actually change like how much of the coast that,
that there is like if you measure in mile lengths,
you're gonna get a much different estimate than if you
measure in one inch increments.
And so what this box counting is getting
at is saying, well, I still can never decide
what the length of the coastline is,
but what I can do is I can see how quick does the number
of boxes grow relative to how it would grow just
for an ordinary one dimensional curve,
like a line or a circle.
Is there any other interesting applications of fractals?
So procedural computer graphics,
which kind of came out of thinking
about fractals is one answer to this question
about how do you add more detail
without for instance, consuming tons of memory
or requiring artists to paint ultra
detail the textures.
So if, if you can instead describe at least some aspect
of what you're looking at in a procedural
or recursive way, then you can add
as much detail as you need
when you get close to objects.
Oh, you mean like perlin noise?
Yeah like perlin noise is a great example, right?
Perlin noise was one
of the early ways of synthesizing additional texture
at any level of detail that you needed
to make things look natural and realistic.
I have a, a random question.
Do you know how the research into fractals began?
You can look pretty far back
in history to see kind of glimmers of this idea
of fractals in science in the 19th century,
people were trying to look for examples of things
in mathematics that were very unnatural.
So there was, for instance, this guy named Georg Cantor,
who was showing that you can have these sets with really
strange properties,
or you can have functions with really strange properties.
This thing called the devil staircase and so on.
And it wasn't until about a century later where someone
named Mendel Brock said,
Oh, actually this strange mathematics that was meant
to show how unnatural things can happen
is actually a perfect description
of things that really do happen in nature.
And from there, people really ran with it and said,
Oh, okay, well,
if these fractal descriptions are good for nature,
we can also use that for creating really realistic
and believable pictures in computer graphics.
[low beat music]
I can say that when you reached out to me
and I first learned about this program,
I immediately went to my computer
and I implemented yet another version of like zooming
into the Mandelbrot set. Yeah.
Just because I was so excited, you know?
So that the thing is that it took me maybe 30 minutes.
A kid at home who's like 13
and 14 who just starts playing around
with a simple computer program can make
incredibly beautiful fractals.
Yeah for sure. And I think that's one
of the things that's exciting about it.
Or you don't even need computers.
Like I remember when I was a kid,
I played electric guitar and I had all these guitar pedals
with different effects and oh,
what happens if you put the output back in the input
and just run it through itself,
you're gonna start hearing this kind
of fractal sound, right?
So today we've been telling people,
fractals are things that are somehow self-similar,
they have detail at all scales.
Are there other ways you might introduce fractals
to somebody or are there other things you might say,
this is what a fractal is?
I think you could get to the reasons why does a coastline
look like a coastline at all different scales?
It's because the forces of nature tend
to work similarly at all different scales.
And it's those forces that are doing very,
very simple things over and over and over again
that are constantly creating the sense of detail.
I think about like the scale
and variance of different physical equations,
like navier-stokes is, you know, kind of scale
and variant, you know,
this Reynolds number that tells you how viscous things are,
but you can have the same kind of fluid behavior
at all different scales.
And that's why you get turbulence at all different scales.
Yeah I actually actually remember the moment
when I finally figured out how
to make turbulence in computer graphics,
I was working for this company,
Maggi and Disney was working on a movie.
I think it was weird science where they wanted
to have a marble vase.
And then about three in the morning,
I was at a diner nearby and I was pouring the cream
into the coffee and I was watching it
and I started watching it swirl around.
And I realized that what was happening was really simple
that you had this line of cream and then it hits the cup and
it folds and then the folds get caught up.
And then that folds again.
And it's a really simple process of folding within folding.
And I just went to the computer and did that.
Yeah.
And things look like marble and looked like flame.
And they looked like clouds and they look like
you just keep using those simple techniques.
Yeah and I think it's really cool that this kind
of fractal description of geometry
or physics is also kind of baked
into the nature of computation.
Computation is recursive kind of biased nature.
And so it's kind of a match made in heaven that we happen
to build these machines that also-
[Ken] Right.
You know, behave the way that nature does.
You just have to understand recursion.
Exactly.
So somebody once told me in order to understand recursion,
you just have to understand recursion.
There you go.
And then you get it all. Yeah.
But I think it's this point that that point
with the coffee is important
because the forces we're operating at one scale,
they're operating at the scale of the coffee cup.
But over time they kept making details
that were smaller and smaller.
Process at one scale, plus time you get fractals.
I think that's also,
what's so beautiful about fractals is that,
you know, if you think about sort
of the history of geometry as well,
Felix Klein was looking at geometry by saying,
well, geometry is all about in variance.
I have some group of transformations
and I look at objects that are sort of
in variant with respect to these transformations.
So if you just look at translations, okay,
what kinds of shapes remain the same under translations?
Will you get tiling?
You get wallpaper.
And if you start asking that same question,
what if I allow scaling in my transformations then boom,
you have fractal.
Immediately, right.
[Keenan] Come out of nowhere.
And when everybody understands scaling.
[Keenan] Right?
Scaling is a simple thing yeah.
Now you work on kind of the future of virtual reality
and augmented reality and extended reality.
But it's kind of interesting
because I think if I think
about exploring these infinite fractal landscapes
in some way,
they still feel a little bit lonely
or they feel a little bit poor
of the kind of richness that we have
in the real world.
This is where machine learning starts coming in,
because you can start saying, okay,
this is a very, very rich virtual world,
but it's informed by, you know,
my favorite mountains that I saw in Italy once.
So you can start training these fractal worlds
on things about the real world
that have particular emotional resonance for us.
People outside of computer graphics
and engineering and science
and so forth have also thought a lot about
and used fractals as a language
for talking about nature,
for characterizing shapes
and behaviors and so forth tissue
or friction, or all sorts of really important phenomena.
Do you think that computer graphics has kind
of dropped the ball in terms of saying, you know,
this is not something that's exciting anymore
to work on procedural descriptions
and we're, we're moving on from that?
Well, I mean, if you look at any Hollywood movie
or you look at any of the game worlds that people
are spending all their time in
they're highly procedural, they have to be,
and they have to make use of fractal techniques
because it's basically a way to get enormous complexity
without having to explicitly store the complexity.
And because they're able
to use these relatively simple fractal techniques
to make very complex looking natural things.
Right?
Lazy evaluation, we love being lazy in computer graphics.
Well, it's also, it's not even possible to explore,
to store an entire world in your computer.
Absolutely.
You wanna be able to sort of generate it on the fly.
I'm looking forward to things getting better.
We're not there yet.
So one of the things I guess that touches
on is this question about controllability
or the ease of, with which everybody
can create these worlds.
Not just people, not just mathematicians, not just,
you know, trained computer scientists.
One thing when I think about Ken Musgraves working
about this program, Bryce,
this one I felt like I could really use,
what do you think we still need to do
in terms of putting these kinds of tools in,
in people's hands, making it easier
for people to use procedural machine learning,
to build these kind of worlds?
I think in that case, it came down
to the fact that Ken in particular had a mission
to make accessible tools for people
without sacrificing the power
and the richness of making beautiful things.
I mean, in a sense he was kind
of the computer graphic, Bob Ross.
You know? So- He made a lot
of happy little trees.
Yeah, yeah, yeah.
Which, I mean, when you,
when you think about the techniques
of somebody like a Bob Ross they're fractal.
Yeah. And I think this is what what's so beautiful also
about Mandelbrot's work is him saying, you know,
it's not really about these exotic examples.
Like even the Mandelbrot set or Julia sets or whatever.
Yeah they're like really
interesting mathematical curiosities,
but they get at this idea that fractals are kind
of inevitable.
And Bob Ross probably never, as far as I know,
never sat down and you know,
thought about recursive descriptions
of trees or anything like that.
But it's just something that naturally comes
to you as an artist.
Well, I mean, you can go back to all the classic artists
da Vinci's notebooks were just full of like,
this thing looks like that thing
at completely different scales.
So he didn't have a fancy word for it,
but he completely understood it.
Yeah it's really part of human nature
or human's connection to nature.
Yeah. Yeah.
Hopefully our discussion today has helped you see the world
in a different way and also see how mathematics
and art can come together to make beautiful images.
I hope it's inspired you to look at the world
around you in a different way.
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