This time it is mathematics's fractals and self-similarity, which is turned into something visually, and conceptually spectacular. Self-similarity is a property of fractal geometry, which has taken great leaps in the computer graphics arena. We recognize the forms of this “mystery cave” as being natural, even if we’ve never seen them before.
These tools suggest interesting possibilities for generating bizarre and convincing landscapes to be explored in games and films.
To explore the software for such imagery creation go here
The post originally was found at Gurney Journey's blog where.
Fractals can be explained from a mathematical side , wikipedia also covers a relating topic of self-similarity (When an object is exactly or approximately similar to the part of itself) . James Gurney has also dedicated a post on fractal aesthetic and psychological effects and use in films and art , you can find it here


It always amazes me how far computers have come, I remember playing around with fractals on my Atari 520 nearly quarter of a century ago...eeek. If you do a search for Early Mandlebrot fractals you will see what I mean. I also had what can only be described as an early version of Vue which used fractals to generate terrain.
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