Design by Algorithm

  Process Description

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Scott Burns creates digital imagery based on mathematics. He writes short computer programs that generate this imagery, and includes the source code that generated the image on the back of each piece. He refers to this work as "open source artwork." The organic shapes and patterns displayed in this artwork exist naturally in the mathematics, but take on visual form only with the aid of computer graphics.1

To understand the process, think of the image as comprising a large number of tiny pixels. The goal is to color each pixel according to the outcome of a single, simple iterative process. The x-y coordinates of each pixel provide the starting point for the iterative process. This starting value (expressed as a coordinate pair, or as a single complex number) is entered into a mathematical expression, which generates a new value. The value obtained from the expression is entered back into the same expression, producing yet another value. This process repeats until the value satisfies some mathematical condition defined by the artist (called an orbit trap), at which point the iteration terminates. The pixel is then colored according to a color lookup table, with the aid of a transfer function that selects a color according to some characteristic of the outcome of the iteration. At this point, one pixel has been colored. The same expression is used for each and every pixel of the image, differing only in the starting value used to initiate the process. This is then repeated sixty million times, once for each of the remaining pixels, to produce the completed image.

There is no manipulation of the image once it has been created by the computer program--no hand coloring or drawing. Control of the technique is achieved through the artist's selection and manipulation of the mathematical equation, the orbit traps, and the color mapping that relates terminating events to pixel colors. The artist's manipulations of the code tend to be global in nature, as compared to the local manipulations one achieves with a paintbrush. Scott's main artistic skill is his ability to deliberately produce a desired outcome through these code-based manipulations, in contrast to typical "fractal artists," who tend to rely on random exploration to stumble upon something that is eye catching.

The text of the computer program that implements the above process is included on the back of each piece, or in some cases, is printed on the bottom of the larger pieces. It is written in a generic computer language that is straightforward to translate to any of the commonly used programming languages.

The final print is produced on a wide format printer (Epson 7600), using archival quality inks and papers. The work is offered in signed and numbered limited editions, using acid free materials for matting and framing.

1One of the earliest suggestions that mathematics could lead to this kind of imagery came in 1879, when Prof. Andrew Cayley of Cambridge University wrote a one page technical paper, "The Newton-Fourier Imaginary Problem," discussing the difficulty of characterizing the highly complex behavior of certain mathematical operations.


FAQ
 (Frequently Asked Questions)

Q: What is an algorithm?

A: According to Wikipedia: "an algorithm is a finite list of well-defined instructions for accomplishing some task that, given an initial state, will terminate in a defined end-state." All of this artwork is created by algorithms that I design and implement in very short computer programs, which are printed on the back of each piece.

 

Q: Do you draw, paint, or color them by hand?

A: No, the images that you see are exactly how they appear on the screen when I run the program. If I wish to modify an image, I modify the code, not the image directly.

 

Q: What software program do you use?

A: The code you see on the back of the artwork is the text of the entire computer program. It generates a bitmapped image file, similar to the file that your digital camera makes. There is no other computer program that I use. I use no "rendering" software, nor do I "Photoshop" the image.

 

Q: What programming language is that on the back?

A: It is a combination of C, Basic, and Fortran. I took the parts of each language that I thought were easiest to understand, and combined them into a custom language. If you wish to program it yourself, you will have to translate the code into a single language of your choice.

 

Q: Can I really create these images from the code printed on the back?

A: Yes! However, you will need to know how to program a computer. That is different than knowing how to run programs on a computer.

 

Q: How are they printed?

A: They are printed on an Epson 7600 wide format printer, using archival papers and ink sets. Independent tests indicate there should be no noticeable fading for at least 70 years. They are matted with acid free materials.

 

Q: How did you develop this technique?

A: It grew out of my research at the University of Illinois in the mid '80s. I was studying the behavior of iterative numerical methods in engineering design, in support of a National Science Foundation grant, and started seeing these interesting shapes and colors. I then decided to pursue it as an art form, and have been exhibiting since 1990.

 

Q: Is this what you do for a living?

A: No, I teach engineering as my "day job." This is just a hobby that has gotten way out of hand!

 

Q: How long does it take to create one of these?

A: Back in the '80s, it took a long time just to run the program. I had one that ran for 24 days! Today’s fast computers can do the computation in a couple of hours and I do all my work on a laptop. Now, the most time consuming step is designing and modifying the mathematical expressions to achieve a desired graphical outcome. I have control of the main features of the image (examples below). Nevertheless the finer details are often a big surprise.

 

Q: Are these fractals?

A: Yes, these are fractals of my own design. In contrast to "standard" fractals, such as the Mandelbrot set or the Julia set, these fractals are custom designed to express my artistic intent more fully.

 

Q: What is a fractal?

A: The simplest explanation I can offer is that a fractal is a geometric form that exhibits special characteristics, including a self similarity at all levels of magnification. Can you find an example of this when comparing images 51 and 79?

 

Q: Do you have control of the shapes and patterns?

A: Yes, to a large degree. Now that I have been doing this for 25 or so years, I can deliberately produce desired shapes and patterns from my understanding of how recurrences and orbit traps will behave. For example, design #80 was inspired by the interesting patterns I saw on this palm tree while on vacation in Florida.

I designed equations to mimic these patterns.

Another example is design #84. I intentionally designed mathematical expressions to produce the woven features of this image.

 

Q: How are the colors selected?

A: First, I define a color palette and implement it in the code as a color lookup table. Then I instruct the computer how to select colors from the palette when orbits are trapped while executing a recurrence (see later for explanation of these terms). The hue, saturation, and value are all mathematically determined by the algorithm I create.

 

Q: What is a recurrence?

A: This is short for "recurrence relation," which is a mathematical expression that produces a new value of a sequence from previous values. For example, the recurrence xn+1 = xn2 produces the sequence 2, 4, 16, 256, . . . when initiated with x = 2.

 

Q: What is an orbit trap?

A: An orbit trap is a mathematical condition that determines when a recurrence should terminate. For example, using the recurrence xn+1 = xn2, the orbit trap x>100 will terminate the recurrence on the third iteration when starting with x = 2.

 

Q: How does the orbit trap determine the color?

A: I define the orbit traps to capture different behaviors of the recurrence. For example, xn+1 = xn2 has three distinct behaviors, according to whether the starting point is greater than 1 (it blows up to infinity), equal to 0 or 1 (it stays the same), or between 0 and 1 (it converges to zero). These behaviors can be captured by different orbit traps. Different colors can then be assigned to each orbit trap according to a wide variety of criteria, such as the iteration count at the time of capture, or the location within the orbit trap where the iterate lands.

 

Q: How do you get a 2-D image from a single variable?

A: The key is to work in the complex plane. The symbol z that you see in the formulas represents a complex number—one which has a "real" part and an "imaginary" part. Each pixel in the image has a unique x-y coordinate pair, which can be used to represent a unique z value. The recurrence is a function of a single complex variable, which generates a sequence of complex numbers. The orbit trap is also expressed in terms of the complex variable. Thus, the mathematical treatment applied to each pixel is identical, except for the starting value, which is a the z value corresponding to each pixel.

 

Q: You seem to use Newton's method a lot. Why?

A: Newton's method has long been known to exhibit chaotic behavior when applied to certain equations. Although it converges quickly when in the vicinity of a solution, it can jump violently in early iterations. This was noted by mathematicians in the 1800s, but the aesthetic quality of this behavior was not appreciated until computer graphics revealed it visually.

 

Q: How do you discern geeks from non-geeks?

A: The non-geeks are fascinated by the colored side of the artwork. The geeks think the art is the computer code posted on the back of the artwork! :)

 

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