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Author Topic: Cross Product Mandelbrot  (Read 2583 times)
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MTd2
Guest
« on: January 26, 2010, 03:26:03 AM »

Hi People!

Did anyone try this? I searched for it, but couldn't find anything:

Rn = (x,y,z)

R0 = (x0,y0,z0)
R1 = (x1,y1,z1)

Rn+2 <- Rn+1XRn + R0

X denotes the usual cross product:

http://en.wikipedia.org/wiki/Cross_product#Computing_the_cross_product

The rules for plotting should be the same for the generic Mandelbrot type of fractal, where the distance from the origin is d = (x2 + y2 + z2)1/2.

I don't know how to plot that in 3D, I hardly know any programing. If someone is interested in that, a plot would be nice. Or at least, a link for a graphic of such set, if was already found.

Thank you!







« Last Edit: January 26, 2010, 12:44:05 PM by MTd2 » Logged
makc
Strange Attractor
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Posts: 272



« Reply #1 on: January 26, 2010, 12:11:00 PM »

doesnt RXR immediately return 0 vector?
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MTd2
Guest
« Reply #2 on: January 26, 2010, 12:43:35 PM »

Yeah... But I fixed that! grin
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kram1032
Fractal Senior
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Posts: 1863


« Reply #3 on: January 26, 2010, 03:28:19 PM »

R_0 already has to be set to c_1, c_2, c_3 in that case, because cross([a,b,c],[0,0,0]) returns [0,0,0] too smiley
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MTd2
Guest
« Reply #4 on: January 26, 2010, 03:37:07 PM »

You just have to set just 2 parameters R1 and R0, R1=/=0. It should work like a Z axis for the 1st and 2nd iteration of all points smiley

So that, you have:

R2 = R1XR0 + R0
R3 = R2XR1 + R0
R4 = R3X42 + R0
.
.
.

BTW, don't say c, because I am not thinking about complex numbers. It its just a triad of real numbers. smiley
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makc
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Posts: 272



« Reply #5 on: January 26, 2010, 03:37:59 PM »

I gave this idea a test run in terms of numbers and, indeed, there are areas of convergence and divergence (which means it should be possible to render the border).

* cross.txt (8.32 KB - downloaded 65 times.)
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makc
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Posts: 272



« Reply #6 on: January 26, 2010, 04:11:26 PM »

ok, so unless I made an error somewhere, it looks like boring smooth surface:

(filaments look too unlikely to be real, probably bad iteration/bailout limits, or even bugs; this program is very wip)
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kram1032
Fractal Senior
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Posts: 1863


« Reply #7 on: January 26, 2010, 04:14:24 PM »

I doubt it's bugs: Bugs usually make it look better, lol

j/k

Try a higher bailout radius, then smiley
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MTd2
Guest
« Reply #8 on: January 26, 2010, 04:32:21 PM »

I guess it happened because if you think well, having just 2 3d-vectors, it means that there is a cylindrical symmetry around R1. So, although the computation is 3D, you've got just 2 interesting dimensions. And that's why you just saw an ovoid surphace, because that's just the outer shell of the rotation along the cylinder.

Set R1=(0,0,1) and plot just the yz. This 2d symmetry will be enough and everything.

That cylindrical symmetry should be broken, so, I guess this formula would work better:

RN+3=RN+2XRN+1XRN +R0

where

R2=/=R1=/=0

and R0 span all R3
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makc
Strange Attractor
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Posts: 272



« Reply #9 on: January 26, 2010, 04:52:08 PM »

so I upped bailout sqrt(10) times, decreased "bail in" sqrt(10) times, upped resolution 4 times, decreased max step 10 times... at this point my PC reminded me it does not qualify for quantum computing competition, so I aborted it at about 34%. never the less, filaments are still there. although a bit different shape, but that might be because of also increased field of view.

this has a potential for good image like this one smiley

edit: I can see new megathread coming, "The search for FSM fractal"
« Last Edit: January 26, 2010, 04:54:45 PM by makc » Logged
kram1032
Fractal Senior
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Posts: 1863


« Reply #10 on: January 26, 2010, 05:13:43 PM »

 {(a|b|c)}\times{(d|e|f)} = {(b f-c e|c d-a f|a e-b d)}...

maybe this could give something interesting after being turned a bit?

What would happen if you initialize it with a,b,c being the actual location x0,y0,z0 in the coordinate system and d,e,f being a rotated coordinate system and just iterate as usual?

{(a|b|c)}\times{rot(a|b|c)}+{(x|y|z)}
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MTd2
Guest
« Reply #11 on: January 26, 2010, 05:28:18 PM »

My motivation here is to try to get fractals by iterating surfacess in the process rather than  just numbers. What I mean by surface, in this case, is the cross product, which determines a surface. You can generalize that to any dimensions using exterior algebra.

http://en.wikipedia.org/wiki/Exterior_algebra
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makc
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Posts: 272



« Reply #12 on: January 26, 2010, 05:31:12 PM »

...never the less, filaments are still there...
I rolled back to original settings except fov/resolution to see how that affects filaments, and I believe they are likely to vanish entirely at sufficiently high iterations:



maybe this could give something interesting after being turned a bit?
maybe. but I just discovered slight bug in my implementation, R2 = R1XR0 + R0 was not respected. I.e., I had R2 = R1xR0 + location, R3 = R2xR1 + location, etc, with R0 actually != location smiley also, R1 is fixed vector any way, and one could play with that too, before dismissing the idea completely.
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MTd2
Guest
« Reply #13 on: January 26, 2010, 05:37:22 PM »

As I said before, try to plot a cross section. Changing R1 won't matter. Try to use the other definition I gave that http://www.fractalforums.com/new-theories-and-research/cross-product-mandelbrot/?action=post;num_replies=12#top

So that there can be differentiation in 3d.
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makc
Strange Attractor
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Posts: 272



« Reply #14 on: January 26, 2010, 05:42:20 PM »

...I just discovered slight bug in my implementation, R2 = R1XR0 + R0 was not respected...
well fixed it, and guess what we have now cheesy



apparently the filaments correspond to vectors that generate 0 cross product in 1st iteration, and so "converge" really quickly. it is funny how that bug created curved shapes, as kram said
Quote
Bugs usually make it look better, lol
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