Computers and the Imagination Visual Adventures Beyond the Edge Clifford A. Pickover ALAN SUTTON ALAN SUTTON PUBLISHING PHOENIX MILL • FAR THRUPP • STROUD GLOUCESTERSHIRE • GL4 2BU First published in the United Kingdom 1991 Copyright © Clifford A. Pickover 1991 All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers and copyright holder. British Library Cataloguing in Publication Data Pickover, Clifford A. Computers and the imagination. I. Title 006.6 ISBN 0 86299 999 5 To Elahe Preface The Buddha, the Godhead, resides quite as comfortably in the circuits of a digital computer or the gears of a cycle transmission as he does at the top of a mountain or in the petals of a flower; to think otherwise is to demean the Buddha — which is to demean oneself Robert Pirsig, 1975 This book is meant to be a stimulus for the imagination - an energizing elixir for scientific creativity. This book is also about some of the many things which researchers do with a computer: simulating, visualizing, speculating, inventing, and exploring. However, if a researcher’s primary investigative effort is consid ered as the trunk of a tree, then many of this book’s topics are the offshoots, branches, and tendrils. Some of the topics in the book may appear to be curios ities, with little practical application or purpose. However, I have found all of these experiments to be useful and educational, as have the many students, educa tors, and scientists who have written to me during the last few years. It is also important to keep in mind that throughout history, experiments, ideas and conclu sions originating in the play of the mind have found striking and unexpected prac tical applications. I urge you to explore all of the topics in this book with this principle in mind. Computers and the Imagination will appeal to the educated layperson with a curious or artistic streak, as well as students and professionals in the sciences, par ticularly computer science. Some of the patterns in this book can be used by graphic artists, illustrators, and craftspeople in search of visually intriguing designs, or by anyone fascinated by optically provocative art. The book is not intended for mathematicians looking for a formal mathematical treatise. As my previous book, Computers, Pattern, Chaos, and Beauty (St. Martin’s Press, 1990), the purposes of this book are: 1. to present several novel graphical ways of representing complicated data, 2. to promote and show the role of aesthetics in mathematics and to suggest how computer graphics gives an appreciation of the complexity and beauty under lying apparently simple processes, 3. to show the beauty, the adventure, and the potential importance of creative thinking using computers, and 4. to encourage the use of the computer as an instrument for simulation and dis covery. “Lateral thinking” has been employed in the development of many of the topics of this book. This is a term discussed by writer/philosopher Robert Pirsig (author of Zen and the Art of Motorcycle Maintenance). As he explains it, lateral thinking is reasoning in a direction not naturally pointed to by a scientific discipline. It is reasoning in an unexpected direction, given the actual goal one is working toward (also see de Bono, 1975). In this book, the term “lateral thinking” is used in an extended way, and indicates not only action motivated by unexpected results, but also the deliberate shift of thinking in new directions to discover what can be learned. Imagery is at the heart of much of the work described in this book. To under stand what is around us, we need eyes to see it. Computers with graphics capa bility can be used to produce visual representations from myriad perspectives. In the same spirit as Martin Gardner’s book Mathematical Circus or Theoni Pappas’ book The Joy of Mathematics, Computers and the Imagination com bines old and new ideas - with emphasis on the fun that the true scientific exp lorer finds in doing, rather than in reading about the doing. This book is a collection of some of my papers published since Computers, Pattern, Chaos, and Beauty. With just a few exceptions, all of the described research and computer graphics in the book are my own. However, the Introduc tion and various one-page Interlude sections describe some unusual work by other researchers in related fields. The Interlude sections and some of the appendices also contain further information, images, and futuristic products to stimulate the imagination.1 Computers and the Imagination includes topics such as scientific visualiza tion, simulation, number theory, and computer art, and you will be urged to explore in greater depth the ideas presented. You should be forewarned that some of the material presented involves sophisticated concepts (e.g. “Irregularly Oscillating Fossil Seashell”); other chapters (e.g. “The Cancer Game”) require little mathematical knowledge in order to appreciate the subject. You are encour aged to pick and chose from the smorgasbord of topics. Many of the articles are brief and give you just a flavor of an application or method. Often, additional information can be found in the referenced publications. In order to encourage your involvement, computational hints and recipes for producing some of the com puter-drawn figures are provided. For many of you, seeing pseudocode will clarify concepts in ways mere words cannot. ' Note: Although all of the products listed in this book provide a stimulus for the imagination, they are listed for illustrative purposes only. The author does not endorse any particular software or product, nor does he accept responsibility for the selection of any products by the reader. The opin ions expressed in this book are the author’s and do not represent the opinions of any organization or company. The book is organized into nine main sections: 1. Simulation. In the quest for understanding natural phenomena, we turn to several simple computer simulations. These experiments are the easiest in the book for students to implement and explore, and include butterfly curves and cancer growth simulations. 2. Exploration. In this section, the interesting weave of “mathematical fabric” is explored. Topics include the Lute of Pythagoras, earthworm algebra, number theory, super-large numbers, and the elusive cakemorphic integers. 3. Visualization. Computer graphics has become indispensable in countless areas of human activity. Presented here are experiments using graphics in biology, mathematics, and art. Topics include pain-inducing patterns, sea- shells, and voltage sculptures. 4. Speculation. In this section are several speculative survey articles. Topics include “Who are the ten most influential scientists in history?” and “What is the social and political impact of a soda-can-sized supercomputer?” 5. Invention. This section describes several inventions. Topics include anti-dys lexic fonts and speech synthesis grenades. 6. Imagination. Discussed here are computer-generated poetry and stories. 7. Fiction. Presented in this section are a few short stories dealing with com puters and scientific experiments. 8. Exercises for the Mind and Eye. This section presents imaginative unsolved puzzles and curiosities. There are also serious experiments for future research. Described in this section are Grasshopper sequences and the Amazon skull game. 9. Computers in the Arts and Sciences. This last section treats you to a list of unusual resources on the subject of computers in science and art. Listed are individuals and companies distributing computer art, music, and films, and also some references to unusual literature. In deciding how to organize the material within these sections of Computers and the Imagination, I considered a number of divisions - computer- and non- computer-generated forms, science and art, nature and mathematics. However, the lines between these categories become indistinct or artificial, and I have there fore arranged the topics randomly within each section to retain the playful spirit of the book, and to give you unexpected pleasures. Throughout the book, there are suggested exercises for future experiments and thought, and directed reading lists. Some information is repeated so that each chapter contains sufficient back ground information, and you may therefore skip sections if desired. Smaller type fonts, as well as the symbols [[ and ]], are used to delimit material which you can skip during a casual reading, and a glossary is provided for some of the technical terms used in the book. At the beginning of many chapters of Computers and the Imagination are large computer-generated “sculptures” constructed with tiny black dots. These images are actually created from simple mathematical formulas, and each con tains precisely one-million dots. Background information, as well as algorithmic recipes for these sculptures, can be found in “Million-Point Sculptures” on page 285. Other frontispiece figures include grotesque Digital Monsters which are discussed in “Descriptions of Color Plates and Frontispieces” on page 393.2 The basic philosophy of this book is that creative thinking and computing are learned by experimenting. I conclude this preface with a quote from Morris Klein 0Scientific American, March 1955) that encompasses the general theme of this book: The creative act owes little to logic or reason. In their accounts of the cir cumstances under which big ideas occurred to them, mathematicians have often mentioned that the inspiration had no relation to the work they hap pened to be doing. Sometimes it came while they were travelling, shaving, or thinking about other matters. The creative process cannot be summoned at will or even cajoled by sacrificial offering. Indeed it seems to occur most readily when the mind is relaxed and the imagination roaming freely. For Further Reading 1. De Bono, E. (1970) Lateral Thinking: Creativity Step by Step. Harper and Row: New York. 2. Gardner, M. (1979) Mathematical Circus. Penguin: England. (A collection of interesting puzzles, paradoxes, and games.) 3. Gardner, M. (1978) Aha! Insight. Freeman: New York. (A collection of puzzles which encourages creative leaps of thought, leading to solutions of seemingly impossible problems.) 4. Pappas, T. (1989) The Joy of Mathematics. Wide World Publishing: Cali fornia. (A collection of mathematical puzzles and concepts for the layperson.) 5. Pickover, C. (1990) Computers, Pattern, Chaos, and Beauty. St. Martin’s Press: New York. 6. Pirsig, R. (1975) Zen and the Art of Motorcycle Maintenance. Bantam: New York. (A philosophical story dealing with humans and technology.) - Book cover. The cover of this book shows an image of a creature which the author rendered using an IBM RISC System/6000 computer. Many aspects of the figure, including color, lighting, and shading, are controlled by a computer program. The creature’s body was created using formulas which produce three oscillating spiral shapes. The intricate background and diffuse collection of tiny spheres toward the back of the figure were also generated by simple formulas. Information on other color plates can be found in “Descriptions of Color Plates and Frontispieces” on page 393. 'Thinking is more interesting than knowing, but less interesting than looking Wolfgang von Goethe
Description: