Hyperbolic Tiling

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Hyperbolic Tiling is a Transformation in sam.uxf

Contents

see also



From Samuel Monnier's Help File

What is it?

This transformation uses the Poincaré disk model to build hyperbolic tilings and patterns. These patterns were used in Escher's well known Circle Limit series. See below for more information.

The Parameters

Mode

Mapping

The mode you should use on finished image.

One Tile

It displays only one tile and allow you to view which part of your image will be mapped by the transform. Play with the Mapping Center/Rotation/Magnification parameters to see their effects on the basic tile.

n, k

This transformation is designed to produce regular tilings, i.e. tilings with regular polygons. n is the number of side of each polygon, whereas k is the number of polygons that will meet at each vertex. To produce hyperbolic tilings (ans to see something on the screen), you MUST respect the condition for hyperbolic tilings : 1/n + 1/k < 1/2. Typing big enough number should always work...

Symmetry

Enables you to add extra symmetries to the tiles. To get a continuous pattern, use the highest symmetry.

Mapping Center/Rotation/Magnification

To choose which part of the underlying image will be mapped on the tiles.

Correct Mapping?

This option allow you to distort slightly the underlying image The only use of this parameter is to allow you to "frame" the tiles by using "Polygonal Gradient" in sam.ucl. It might give strange results when used otherwise...

Iteration Number

The number of iteration the algorithm will go through to build the tiling. You shouldn't care too much about this parameter, just make sure it's big enough.


More info

It's not really a simple subject, but I did my best to vulgarize it...

Maybe you recall your elementary geometry course, where Euclid's axiom said that if you have a line and a point outside a line, there is one and only one parallel line through the point. This is an axiom, which means it has to be assumed, and can't be demonstrated. If it is obvious in plane geometry (the familiar one), there exist other geometries where Euclid's axiom is wrong : either there is no parallel lines at all (these are elliptical geometries) or there are more than one (hyperbolic geometries).

A model of elliptical geometry is the sphere. On a sphere the "lines" are great circles. If we take the Earth as sphere, the equator is a great circle, as well as any meridian. On the contrary, parallels are not great circles(except equator). Two distinct great circles always meet in two points, so there are no parallel lines on the sphere. (For instance, two meridians meet to the North and South poles.) Elliptical space have also the fancy property that the sum of the angles of a triangle is always bigger that 180°. (Can you picture a triangle with three right angles on the sphere ?)

Hyperbolic spaces are more difficult to picture. You can imagine the surface of a saddle, which could represent a small portion of an hyperbolic space. If you draw a triangle on a saddle and measure it's angles, you'll see that the sum is smaller that 180°. The fact that a line has more than on parallel is difficult to verify on a saddle, because it only represent a small part of an hyperbolic space.

Another way to picture an hyperbolic space is the Poincaré disk model, the one which is used in Circle Limit and the transform. Here the space is a disk. You must imagine that the disk is everything, there is nothing outside it, exactly as in "normal" geometry there is nothing outside the plane. Lines are arc of circles intersecting the disk and perpendicular to it's boundary. If the angles are preserved in this model, distances are not. Roughly speaking, the closer you are to the disk boundary, the bigger the distances become and the disk boundary correspond to the "infinite". If you walk from the center of the disk, you'll never reach its boundary. Click here to see the "lines" of the Poincaré model. A program to further explore the model. If what I said above is not very clear, playing with the two links above should help a bit (I hope).

What's great about non-euclidean spaces (ie elliptical and hyperbolic spaces), is that they allow things usually impossible in euclidean spaces. We already saw that the sum of the angle of a triangle is greater of lower than 180° if you are respectively in an elliptic or hyperbolic space. This has important consequences on tilings. For instance, it's possible to tile an hyperbolic space by arranging squares so that there are five of them around each vertex. It's possible, because, in an hyperbolic space, the angles of a square are smaller than 90°. By choosing the size of the square conveniently, you can get 72° for each angles, so that you can arrange five of them around each vertex. You can see this tiling by setting n = 4 and k = 5 in the transform. In the same way, it's easy to tile an hyperbolic space with equilateral triangles such that there are seven or eight of them around each vertex (try to do it in the plane...). Again you can see these two tiling by setting n = 3 and k = 7 or 8.

More generally, if you try to tile a space with regular polygons of n sides by putting k of them around each vertex, you'll have to do it:

  • in an euclidean space if 1/n+1/k = 1/2
  • in an elliptical space if 1/n+1/k > 1/2
  • in an hyperbolic space if 1/n+1/k < 1/2

If you consider the usual checkerboard tiling, you have squares (4 sides) and there are 4 around each vertex. We check that 1/4+1/4 = 1/2, so that this tiling occurs in euclidian space. The regular tiling with hexagon give 1/6+1/3 = 1/2.

We said that the sphere is an elliptical space. What kind of regular tiling can be achieved on the sphere ? Think of a cube. If we "blow it up", it will become a sphere and what were previously the faces will constitute a regular tiling of the sphere. It's a tiling by squares and there are only three of them around each vertex, so we have 1/4+1/3 = 7/12 > 1/2. It works.

While there are only 5 regular elliptical tiling (the regular polyhedron, or platonic solids) and 3 euclidean ones (tilings with hexagons, squares and triangles), there is an infinity of hyperbolic ones (actually, if you take n and k big enough, you'll always have 1/n+1/k < 1/2.). All of them can be represented with the transform.


Samuel Monnier



For those interested in the math behind hyperbolic tilings, and for those not interested, but who maybe want to look at some interesting pictures, I just published an article on the subject on my website: [2]

If anyone spots any leftover typos, please let me know privately..thanks in advance!


Jos Leys


The following is copied from my (Ron Barnett's) website, and is a short discourse on Hyperbolic Tiling:


In two dimensions, tessellation is the regular Tiling of a surface using polygons. In the Euclidian plane there are exactly 3 allowed tessellations using regular polygons. There are symbolized by {6,3}, {4,4} and {3,6}. The first number in the symbol is the number of sides of the polygon and second is the number of polygons surrounding each vertex. The symbol is called a Schläfli symbol. Consider {n,k}. It can be shown that if

1/n + 1/k = 1/2

the tessellation is Euclidian, and only the three previously mentioned configurations satisfy the equation. On the hyperbolic plane, the relationship is

1/n + 1/k < 1/2

and so many combinations of n and k provide regular tessellations. If the hyperbolic tessellation is mapped to the Poincare disc a very pleasing, fractal-like object is obtained, especially if the polygon contains an artistic image.


The Monnier Hyperbolic Tiling transform has parameters called n and k which correspond to the n and k parameters listed above. If you are going to tile with a SQUARE image such as the corn brothers image, n must be 4, and k >= 5. If "iterate transform" is not checked, then normal hyperbolic tiling will occur for the trap shape, and the shape of the fractal itself will essentially be ignored. Please note that a new plugin wrapper was used here, called Transform Merge. This was used because I needed to adjust the trap size after applying the Monnier Hyperbolic Tiling transform, so I needed to used two transforms. There are 5 uprs below. They were produced under the following conditions (all using the corn brother image):

1. Simple Julia fractal with Corn Brothers image.

2. Julia fractal with Monnier Hyperbolic Tiling (no iteration) and n = 4, k = 5, trap mode = "first"

3. Julia fractal with Monnier Hyperbolic Tiling (iteration box checked). Notice that the shape has been distorted to the shape of the fractal.

4. Same as #3, but with trap mode = "farthest" so that more of the fractal structure can be seen.

5. Same as #3 but with the Minkovski distance metric variant


Base

image:base.jpg

Copyright © 2008 by Ron Barnett

UPR


Hyperbolic4_5Simple_First

image:Hyperbolic4_5Simple_First.jpg

Copyright © 2008 by Ron Barnett

UPR


Hyperbolic4_5Iterated_First

image:Hyperbolic4_5Iterated_First.jpg

Copyright © 2008 by Ron Barnett

UPR


Hyperbolic4_5Iterated_Farthest

image:Hyperbolic4_5Iterated_Farthest.jpg

Copyright © 2008 by Ron Barnett

UPR


Hyperbolic4_5Iterated_First_Mink

image:Hyperbolic4_5Iterated_First_Mink.jpg

Copyright © 2008 by Ron Barnett

UPR


Here are two more uprs. These both use Monnier Hyperbolic Tiling with "use iteration" unchecked. The trap mode, the trap shape and some of the parameters have been changed to demonstrate that even with the "simple" tiling a fractal structure can be revealed.

Ron


Hyperbolic4_5Simple_Last

image:Hyperbolic4_5Simple_Last.jpg

Copyright © 2008 by Ron Barnett

UPR


GeoHexhyperbolic

image:GeoHexhyperbolic.jpg

Copyright © 2008 by Ron Barnett

UPR

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