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formations w 1 , w 2 , and w 3 to all the points of the rectangle. Figure 22.5 shows the pic-
tures after the first seven iterations in Algorithm 22.4.1.
Algorithm 22.4.1 is what Barnsley calls a deterministic algorithm. We can intro-
duce some chance into the algorithm by picking our transformations w i randomly.
This and a slight generalization of Algorithm 22.4.1 leads to the nondeterministic
Algorithm 22.4.2. We start off with q 0 = (0,0) and then generate the sequence of points
integer array x[1..100,1..100], y[1..100,1..100], p 1 [1..2], p 2 [1..2], p 3 [1..2] ;
real array A 1 [1..2,1..2], A 2 [1..2,1..2], A 3 [1..2,1..2];
integer i, j;
Assuming that 1 corresponds to the color white and 0 to black, initialize the array x
so that
x[i,j] := 0 if i = 1,100 or j = 1,100 ,
:= 1 , otherwise
Draw x;
Initialize the arrays A i and p i to the values shown in (22.3) and (22.4), respectively.
loop
Initialize the array y to all 1s.
for i:=1 to 100 do
for j:=1 to 100 do
if x[i,j] = 0 then
begin
y[ [i,j]A 1 +p 1 ] := 0;
{ We truncate coordinates to integers }
y[ [i,j]A 2 +p 2 ] := 0;
y[ [i,j]A 3 +p 3 ] := 0;
end ;
x := y;
Draw x;
endloop ;
Algorithm 22.4.1.
A deterministic iterated function system.
Figure 22.5.
Results of a deterministic iterated function system ([Barn88]).
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