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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-15 19:43:11 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-15 19:43:11 +0000
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+\
+.\" This man page was generated by the Netpbm tool 'makeman' from HTML source.
+.\" Do not hand-hack it! If you have bug fixes or improvements, please find
+.\" the corresponding HTML page on the Netpbm website, generate a patch
+.\" against that, and send it to the Netpbm maintainer.
+.TH "Ppmforge User Manual" 0 "25 October 1991" "netpbm documentation"
+
+.SH NAME
+
+ppmforge - fractal forgeries of clouds, planets, and starry skies
+.UN synopsis
+.SH SYNOPSIS
+
+\fBppmforge\fP
+
+[\fB-clouds\fP]
+[\fB-night\fP]
+[\fB-dimension\fP \fIdimen\fP]
+[\fB-hour\fP \fIhour\fP]
+[\fB-inclination|-tilt\fP \fIangle\fP]
+[\fB-mesh\fP \fIsize\fP]
+[\fB-power\fP \fIfactor\fP]
+[\fB-glaciers\fP \fIlevel\fP]
+[\fB-ice\fP \fIlevel\fP]
+[\fB-saturation\fP \fIsat\fP]
+[\fB-seed\fP \fIseed\fP]
+[\fB-stars\fP \fIfraction\fP]
+[{\fB-xsize\fP|\fB-width\fP} \fIwidth\fP]
+[{\fB-ysize\fP|\fB-height\fP} \fIheight\fP]
+
+.UN description
+.SH DESCRIPTION
+.PP
+This program is part of
+.BR "Netpbm" (1)\c
+\&.
+.PP
+\fBppmforge\fP generates three kinds of ``random fractal forgeries,''
+the term coined by Richard F. Voss of the IBM Thomas J. Watson
+Research Center for seemingly realistic pictures of natural objects
+generated by simple algorithms embodying randomness and fractal
+self-similarity. The techniques used by \fBppmforge\fP are
+essentially those given by Voss[1], particularly the technique of
+spectral synthesis explained in more detail by Dietmar Saupe[2].
+.PP
+The program generates two varieties of pictures: planets and
+clouds, which are just different renderings of data generated in an
+identical manner, illustrating the unity of the fractal structure of
+these very different objects. A third type of picture, a starry sky,
+is synthesised directly from pseudorandom numbers.
+.PP
+The generation of planets or clouds begins with the preparation of
+an array of random data in the frequency domain. The size of this
+array, the ``mesh size,'' can be set with the \fB-mesh\fP option; the
+larger the mesh the more realistic the pictures but the calculation
+time and memory requirement increases as the square of the mesh size.
+The fractal dimension, which you can specify with the
+\fB-dimension\fP option, determines the roughness of the terrain on
+the planet or the scale of detail in the clouds. As the fractal
+dimension is increased, more high frequency components are added into
+the random mesh.
+.PP
+Once the mesh is generated, an inverse two dimensional Fourier
+transform is performed upon it. This converts the original random
+frequency domain data into spatial amplitudes. We scale the real
+components that result from the Fourier transform into numbers from 0
+to 1 associated with each point on the mesh. You can further modify
+this number by applying a ``power law scale'' to it with the
+\fB-power\fP option. Unity scale leaves the numbers unmodified; a
+power scale of 0.5 takes the square root of the numbers in the mesh,
+while a power scale of 3 replaces the numbers in the mesh with their
+cubes. Power law scaling is best envisioned by thinking of the data
+as representing the elevation of terrain; powers less than 1 yield
+landscapes with vertical scarps that look like glacially-carved
+valleys; powers greater than one make fairy-castle spires (which
+require large mesh sizes and high resolution for best results).
+.PP
+After these calculations, we have a array of the specified size
+containing numbers that range from 0 to 1. \fBppmforge\fP generates
+as follows:
+.PP
+The randomness in the image is limited before Netpbm 10.37 (December
+2006) -- if you run the program twice in the same second, you may get
+identical output.
+
+
+.TP
+\fBClouds\fP
+A color map is created that ranges from pure blue to white by
+increasing admixture (desaturation) of blue with white. Numbers less
+than 0.5 are colored blue, numbers between 0.5 and 1.0 are colored
+with corresponding levels of white, with 1.0 being pure white.
+
+.TP
+\fBPlanet\fP
+The mesh is projected onto a sphere. Values less than 0.5 are treated
+as water and values between 0.5 and 1.0 as land. The water areas are
+colored based upon the water depth, and land based on its elevation.
+The random depth data are used to create clouds over the oceans. An
+atmosphere approximately like the Earth's is simulated; its light
+absorption is calculated to create a blue cast around the limb of the
+planet. A function that rises from 0 to 1 based on latitude is
+modulated by the local elevation to generate polar ice caps--high
+altitude terrain carries glaciers farther from the pole. Based on the
+position of the star with respect to the observer, the apparent color
+of each pixel of the planet is calculated by ray-tracing from the star
+to the planet to the observer and applying a lighting model that sums
+ambient light and diffuse reflection (for most planets ambient light
+is zero, as their primary star is the only source of illumination).
+Additional random data are used to generate stars around the planet.
+
+.TP
+\fBNight\fP
+A sequence of pseudorandom numbers is used to generate stars with a
+user specified density.
+
+.PP
+Cloud pictures always contain 256 or fewer colors and may be
+displayed on most color mapped devices without further processing.
+Planet pictures often contain tens of thousands of colors which must
+be compressed with \fBpnmquant\fP or \fBppmdither\fP before encoding
+in a color mapped format. If the display resolution is high enough,
+\fBppmdither\fP generally produces better looking planets.
+\fBpnmquant\fP tends to create discrete color bands, particularly in
+the oceans, which are unrealistic and distracting. The number of
+colors in starry sky pictures generated with the \fB-night\fP option
+depends on the value specified for \fB-saturation\fP. Small values
+limit the color temperature distribution of the stars and reduce the
+number of colors in the image. If the \fB-saturation\fP is set to
+0, none of the stars will be colored and the resulting image will
+never contain more than 256 colors. Night sky pictures with many
+different star colors often look best when color compressed by
+\fBpamdepth\fP rather than \fBpnmquant\fP or \fBppmdither\fP. Try
+\fInewmaxval\fP settings of 63, 31, or 15 with \fBpamdepth\fP to
+reduce the number of colors in the picture to 256 or fewer.
+
+
+.UN options
+.SH OPTIONS
+.PP
+You can abbreviate any options to its shortest unique prefix.
+
+
+.TP
+\fB-clouds\fP
+Generate clouds. An image of fractal clouds is generated. Selecting clouds
+sets the default for fractal dimension to 2.15 and power scale factor
+to 0.75.
+
+.TP
+\fB-dimension\fP \fIdimen\fP
+ Sets the fractal dimension to the specified \fIdimen\fP, which
+may be any floating point value between 0 and 3. Higher fractal
+dimensions create more ``chaotic'' images, which require higher
+resolution output and a larger FFT mesh size to look good. If no
+dimension is specified, 2.4 is used when generating planets and 2.15
+for clouds.
+
+.TP
+\fB-glaciers\fP \fIlevel\fP
+The floating point \fIlevel\fP setting controls the extent to
+which terrain elevation causes ice to appear at lower latitudes. The
+default value of 0.75 makes the polar caps extend toward the equator
+across high terrain and forms glaciers in the highest mountains, as on
+Earth. Higher values make ice sheets that cover more and more of the
+land surface, simulating planets in the midst of an ice age. Lower
+values tend to be boring, resulting in unrealistic
+geometrically-precise ice cap boundaries.
+
+.TP
+\fB-hour\fP \fIhour\fP
+When generating a planet, \fBppmforge\fP uses \fIhour\fP as the
+"hour angle at the central meridian." If you specify \fB-hour
+12\fP, for example, the planet will be fully illuminated,
+corresponding to high noon at the longitude at the center of the
+screen. You can specify any floating point value between 0 and 24 for
+\fIhour\fP, but values which place most of the planet in darkness (0
+to 4 and 20 to 24) result in crescents which, while pretty, don't give
+you many illuminated pixels for the amount of computing that's
+required. If no \fB-hour\fP option is specified, a random hour angle
+is chosen, biased so that only 25% of the images generated will be
+crescents.
+
+.TP
+\fB-ice\fP \fIlevel\fP
+Sets the extent of the polar ice caps to the given floating point
+\fIlevel\fP. The default level of 0.4 produces ice caps similar to
+those of the Earth. Smaller values reduce the amount of ice, while
+larger \fB-ice\fP settings create more prominent ice caps.
+Sufficiently large values, such as 100 or more, in conjunction with
+small settings for \fB-glaciers\fP (try 0.1) create "ice
+balls" like Europa.
+
+.TP
+\fB-inclination|-tilt\fP \fIangle\fP
+The inclination angle of the planet with regard to its primary
+star is set to \fIangle\fP, which can be any floating point value
+from -90 to 90. The inclination angle can be thought of as
+specifying, in degrees, the ``season'' the planet is presently
+experiencing or, more precisely, the latitude at which the star
+transits the zenith at local noon. If 0, the planet is at equinox;
+the star is directly overhead at the equator. Positive values
+represent summer in the northern hemisphere, negative values summer in
+the southern hemisphere. The Earth's inclination angle, for example,
+is about 23.5 at the June solstice, 0 at the equinoxes in March and
+September, and -23.5 at the December solstice. If no inclination
+angle is specified, a random value between -21.6 and 21.6 degrees is
+chosen.
+
+.TP
+\fB-mesh\fP \fIsize\fP
+A mesh of \fIsize\fP by \fIsize\fP will be used for the fast
+Fourier transform (FFT). Note that memory requirements and
+computation speed increase as the square of \fIsize\fP; if you double
+the mesh size, the program will use four times the memory and run four
+times as long. The default mesh is 256x256, which produces reasonably
+good looking pictures while using half a megabyte for the 256x256
+array of single precision complex numbers required by the FFT. On
+machines with limited memory capacity, you may have to reduce the mesh
+size to avoid running out of RAM. Increasing the mesh size produces
+better looking pictures; the difference becomes particularly
+noticeable when generating high resolution images with relatively high
+fractal dimensions (between 2.2 and 3).
+
+.TP
+\fB-night\fP
+A starry sky is generated. The stars are created by the same
+algorithm used for the stars that surround planet pictures, but the
+output consists exclusively of stars.
+
+.TP
+\fB-power\fP \fIfactor\fP
+Sets the "power factor" used to scale elevations
+synthesised from the FFT to \fIfactor\fP, which can be any floating
+point number greater than zero. If no factor is specified a default
+of 1.2 is used if a planet is being generated, or 0.75 if clouds are
+selected by the \fB-clouds\fP option. The result of the FFT image
+synthesis is an array of elevation values between 0 and 1. A
+non-unity power factor exponentiates each of these elevations to the
+specified power. For example, a power factor of 2 squares each value,
+while a power factor of 0.5 replaces each with its square root. (Note
+that exponentiating values between 0 and 1 yields values that remain
+within that range.) Power factors less than 1 emphasise large-scale
+elevation changes at the expense of small variations. Power factors
+greater than 1 increase the roughness of the terrain and, like high
+fractal dimensions, may require a larger FFT mesh size and/or higher
+screen resolution to look good.
+
+.TP
+\fB-saturation\fP \fIsat\fP
+Controls the degree of color saturation of the stars that surround
+planet pictures and fill starry skies created with the \fB-night\fP
+option. The default value of 125 creates stars which resemble the sky
+as seen by the human eye from Earth's surface. Stars are dim; only
+the brightest activate the cones in the human retina, causing color to
+be perceived. Higher values of \fIsat\fP approximate the appearance
+of stars from Earth orbit, where better dark adaptation, absence of
+skyglow, and the concentration of light from a given star onto a
+smaller area of the retina thanks to the lack of atmospheric
+turbulence enhances the perception of color. Values greater than 250
+create ``science fiction'' skies that, while pretty, don't occur in
+this universe.
+.sp
+Thanks to the inverse square law combined with Nature's love of
+mediocrity, there are many, many dim stars for every bright one. This
+population relationship is accurately reflected in the skies created
+by \fBppmforge\fP. Dim, low mass stars live much longer than bright
+massive stars, consequently there are many reddish stars for every
+blue giant. This relationship is preserved by \fBppmforge\fP. You
+can reverse the proportion, simulating the sky as seen in a starburst
+galaxy, by specifying a negative \fIsat\fP value.
+
+.TP
+\fB-seed\fP \fInum\fP
+Sets the seed for the random number generator to the integer
+\fInum\fP. The seed used to create each picture is displayed on
+standard output (unless suppressed with the \fB-quiet\fP option).
+Pictures generated with the same seed will be identical. If no
+\fB-seed\fP is specified, a random seed derived from the date and
+time will be chosen. Specifying an explicit seed allows you to
+re-render a picture you particularly like at a higher resolution or
+with different viewing parameters.
+
+.TP
+\fB-stars\fP \fIfraction\fP
+Specifies the percentage of pixels, in tenths of a percent, which
+will appear as stars, either surrounding a planet or filling the
+entire frame if \fB-night\fP is specified. The default
+\fIfraction\fP is 100.
+
+.TP
+\fB-xsize|-width\fP\fI width\fP
+Sets the width of the generated image to \fIwidth\fP pixels. The
+default width is 256 pixels. Images must be at least as wide as they
+are high; if a width less than the height is specified, it will be
+increased to equal the height. If you must have a long skinny image,
+make a square one with \fBppmforge\fP, then use \fBpamcut\fP to
+extract a portion of the shape and size you require.
+
+.TP
+\fB-ysize|-height\fP \fIheight\fP
+Sets the height of the generated image to \fIheight\fP pixels.
+The default height is 256 pixels. If the height specified exceeds the
+width, the width will be increased to equal the height.
+
+
+
+.UN limitations
+.SH LIMITATIONS
+.PP
+The algorithms require the output image to be at least as wide as
+it is high, and the width to be an even number of pixels. These
+constraints are enforced by increasing the size of the requested
+image if necessary.
+.PP
+You may have to reduce the FFT mesh size on machines with 16 bit
+integers and segmented pointer architectures.
+
+.UN seealso
+.SH SEE ALSO
+.BR "pamcut" (1)\c
+\&,
+.BR "pamdepth" (1)\c
+\&,
+.BR "ppmdither" (1)\c
+\&,
+.BR "pnmquant" (1)\c
+\&,
+.BR "ppm" (5)\c
+\&
+
+
+.TP
+[1]
+Voss, Richard F., ``Random Fractal Forgeries,'' in Earnshaw
+et. al., Fundamental Algorithms for Computer Graphics, Berlin:
+Springer-Verlag, 1985.
+
+.TP
+[2]
+Peitgen, H.-O., and Saupe, D. eds., The Science Of Fractal Images,
+New York: Springer Verlag, 1988.
+
+
+
+.UN author
+.SH AUTHOR
+
+.nf
+John Walker
+Autodesk SA
+Avenue des Champs-Montants 14b
+CH-2074 MARIN
+Suisse/Schweiz/Svizzera/Svizra/Switzerland
+ \fBUsenet:\fP\fIkelvin@Autodesk.com\fP
+ \fBFax:\fP038/33 88 15
+ \fBVoice:\fP038/33 76 33
+.fi
+.PP
+Permission to use, copy, modify, and distribute this software and its
+documentation for any purpose and without fee is hereby granted,
+without any conditions or restrictions. This software is provided ``as
+is'' without express or implied warranty.
+
+.SS PLUGWARE!
+
+If you like this kind of stuff, you may also enjoy ``James Gleick's
+Chaos--The Software'' for MS-DOS, available for $59.95 from your
+local software store or directly from Autodesk, Inc., Attn: Science
+Series, 2320 Marinship Way, Sausalito, CA 94965, USA. Telephone:
+(800) 688-2344 toll-free or, outside the U.S. (415) 332-2344 Ext
+4886. Fax: (415) 289-4718. ``Chaos--The Software'' includes a more
+comprehensive fractal forgery generator which creates
+three-dimensional landscapes as well as clouds and planets, plus five
+more modules which explore other aspects of Chaos. The user guide of
+more than 200 pages includes an introduction by James Gleick and
+detailed explanations by Rudy Rucker of the mathematics and algorithms
+used by each program.
+.SH DOCUMENT SOURCE
+This manual page was generated by the Netpbm tool 'makeman' from HTML
+source. The master documentation is at
+.IP
+.B http://netpbm.sourceforge.net/doc/ppmforge.html
+.PP \ No newline at end of file