On Fri, Jan 28, 2005 at 05:11:12PM -0600, Jan Depner
wrote:
If you're actually going to do this
(argh)
I'm not. It's an interesting problem, but I'd agree that if you can't
sing in tune, then just don't.
take a look at Tom's TAP
Fractal Doubler and use midpoint displacement fractal approximation to
add the randomness.
Is there any way I could try to understand what good it does without
having to decompose Tom's plugin ?
Just got back from a gig and it's 0330 so this might ramble a bit -
almost everything in nature is fractal. There are a couple of good
books on chaos theory that cover this. Fractals can be generated using
FFTs but they're very compute intensive. You can google for midpoint
displacement and find some good info on it. Almost all of the digital
terrains that you see in games are generated using midpoint
displacement. It gives you a very natural looking surface and just uses
a pseudo random number generator to approximate a fractal surface (or
line in this case). It's actually a pretty simple algorithm. I was
lucky enough to take the fractal seminars at the 1986 Siggraph.
Unfortunately stupid me lost the books. Doh!
Jan