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Generation of Escher-Like Rosette Drawings

Pei-Chang Ouyang, Kwok-Wai Chung, Robert W. Fathauer, Alain Nicolas, Jian-Hua Pang, Shi-Yun Cao, Krzysztof Gdawiec

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欧阳培昌, 庞建华, 曹石云, . 具有玫瑰结密铺结构的埃舍尔艺术图案生成[J]. 计算机科学技术学报, 2024, 39(6): 1466-1479. DOI: 10.1007/s11390-024-2874-5
引用本文: 欧阳培昌, 庞建华, 曹石云, . 具有玫瑰结密铺结构的埃舍尔艺术图案生成[J]. 计算机科学技术学报, 2024, 39(6): 1466-1479. DOI: 10.1007/s11390-024-2874-5
Ouyang PC, Chung KW, Fathauer RW et al. Generation of Escher-like rosette drawings. JOURNAL OF COMPUTER SCIENCE AND TECHNOLOGY 39(6): 1466−1479 Nov. 2024. DOI: 10.1007/s11390-024-2874-5.
Citation: Ouyang PC, Chung KW, Fathauer RW et al. Generation of Escher-like rosette drawings. JOURNAL OF COMPUTER SCIENCE AND TECHNOLOGY 39(6): 1466−1479 Nov. 2024. DOI: 10.1007/s11390-024-2874-5.
欧阳培昌, 庞建华, 曹石云, . 具有玫瑰结密铺结构的埃舍尔艺术图案生成[J]. 计算机科学技术学报, 2024, 39(6): 1466-1479. CSTR: 32374.14.s11390-024-2874-5
引用本文: 欧阳培昌, 庞建华, 曹石云, . 具有玫瑰结密铺结构的埃舍尔艺术图案生成[J]. 计算机科学技术学报, 2024, 39(6): 1466-1479. CSTR: 32374.14.s11390-024-2874-5
Ouyang PC, Chung KW, Fathauer RW et al. Generation of Escher-like rosette drawings. JOURNAL OF COMPUTER SCIENCE AND TECHNOLOGY 39(6): 1466−1479 Nov. 2024. CSTR: 32374.14.s11390-024-2874-5.
Citation: Ouyang PC, Chung KW, Fathauer RW et al. Generation of Escher-like rosette drawings. JOURNAL OF COMPUTER SCIENCE AND TECHNOLOGY 39(6): 1466−1479 Nov. 2024. CSTR: 32374.14.s11390-024-2874-5.

具有玫瑰结密铺结构的埃舍尔艺术图案生成

Generation of Escher-Like Rosette Drawings

Funds: This work was supported by the Base and Talent Project of Science and Technology of Guangxi Zhuang Autonomous Region of China under Grant Nos. AA21196008 and 2024AC45008, the Guangxi Natural Science Foundation under Grant No. 2024GXNSFAA010507, the Natural Science Foundation of China under Grant Nos. 62462004 and 62062042, the Doctor Startup Foundation of Guangxi University of Science and Technology under Grant No. 21Z48, and the Philosophy and Social Science Research Foundation of Guangxi Zhuang Autonomous Region of China under Grant No. 23FWY025.
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    Author Bio:

    Pei-Chang Ouyang is currently a professor at the School of Science, Guangxi University of Science and Technology, Liuzhou. He received his Ph.D. degree in 2012 from Sun Yat-Sen University, Guangzhou. His research interests include fractals, tilings, computer graphics, and the generation of Escher-like patterns

    Kwok-Wai Chung is a retired associate professor at the Department of Mathematics, City University of Hong Kong, Hong Kong. He received his Ph.D. degree in 1989 from University of York, UK. His research interests include dynamical systems, bifurcation, chaos, and the generation of Escher-like patterns

    Robert W. Fathauer is the owner of a small business producing polyhedral dice, tessellation puzzles, and related products. He received his Ph.D. degree from Cornell University in electrical engineering and has been making art incorporating mathematics for over 30 years. He has written numerous papers on his explorations in recreational mathematics

    Alain Nicolas is one of the best designers of Escher-like arts, the first artist to make tilings with words and make aperiodic figurative tilings (http://en.tessellations-nicolas.com/). To propose a better adapted method for creating Escher-like arts, he published his French book Parcelles d'infini in 2005 at the Belin Pour la Science library

    Jian-Hua Pang is currently a professor at the School of Science, Guangxi University of Science and Technology, Liuzhou. She received her Ph.D. degree in 2012 from Nanjing Normal University, Nanjing. Her research interests include computer graphics, mathematical models, and the generation of Escher-like patterns

    Shi-Yun Cao is currently an assistant professor at the School of Science, Guangxi University of Science and Technology, Liuzhou. His research interests include complex data analysis, machine learning, and computer graphics

    Krzysztof Gdawiec received his M.Sc. degree in mathematics from University of Silesia, Poland, in 2005, his Ph.D. degree in computer science from the same university in 2010, and his D.Sc. degree in computer science from the Warsaw University of Technology, Poland, in 2018. He is currently employed as an associate professor at the Institute of Computer Science of the University of Silesia. His main research interests include computer graphics, applications of fractal geometry, game development, and the generation of Escher-like patterns. He is a member of the Polish Mathematical Society and SIGGRAPH

    Corresponding author:

    Krzysztof Gdawiec: krzysztof.gdawiec@us.edu.pl

  • 摘要:

    《越来越小》是荷兰艺术家M.C. Escher创作的一幅木刻作品,在这件作品中,基于玫瑰结密铺结构,他巧妙设计了以等比数列方式缩小、逐渐逼近密铺中心的自相似蜥蜴艺术图案。本文建立一种简单的方法,用以生成类似的艺术图案。为此,本文做了以下四方面工作:首先,从对称群的角度详细分析了玫瑰结密铺的几何结构,籍此建立一种简单构建玫瑰结密铺的算法;其次,通过建立风筝形和正方形区域之间的一对一映射,实现把预设埃舍尔类型图案嵌入到玫瑰结密铺的风筝形瓷砖中;再次,介绍玫瑰结艺术图案的渲染算法;最后,介绍玫瑰结图案的生成技术和应用潜力。基于已有的丰富壁纸群图案,本文发展的方法可以生成各式各样的类似《越来越小》的玫瑰结图案,在艺术和装饰领域有很好的应用前景。

    研究背景 

    埃舍尔的艺术作品以严谨的数学逻辑和优雅的艺术布局闻名于世,他在壁纸群、正多面体、双曲几何和自相似等方面,做了系统和卓有成效的创新和开拓。凭借无与伦比的艺术天赋,埃舍尔精心计算和布局,用手工方式实现令人叹为观止的艺术作品。随着计算机技术与数学理论的发展,很多学者研究了埃舍尔艺术的各种计算机制图方法。

    目的 

    结合艺术家的设计,本文旨在建立自动化计算机算法,生成类似《越来越小》的玫瑰结图案。计算机技术的介入可以减少人为错误,使其与现代工业生产接轨,所得图案在纺织设计、室内装饰、图形设计等领域有良好的应用潜力。

    方法 

    首先,从对称群的视角,结构玫瑰结密铺的几何布局;其次,通过建立正方形区域与风筝形区域的一对一映射方法,将预先设计的埃舍尔模板图案嵌入到玫瑰结密铺瓷片中;再次,利用玫瑰结的对称群结构,快速生成玫瑰结艺术图案;最后,引入流行的OpenGL和GLSL技术,优化和提升算法与艺术图案的质量。

    结果 

    本文建立一种能生成具有玫瑰结密铺结构埃舍尔艺术图案的多参数控制方法,由于自相似特征,它呈现强烈的螺旋效果,在视觉上极具吸引力。不同分辨率和抗锯齿的性能测试显示,本方法只需很少的内存即可快速生成高质量的艺术图像,可广泛应用于纺织、瓷器、包装和装饰领域。

    结论 

    结合艺术家的艺术设计,引入现代计算机技术,本文方法可自动化地生成美观而精确的埃舍尔艺术图案。数学算法的严谨和计算机技术的准确,不仅能有效规避手工误差,还能快速生成具有高度对称性和美学价值的精美图案。这些图案可广泛用于艺术、教育、数字媒体和商业广告等多个领域,具有良好的商业潜力和美学价值。

    Abstract:

    “Smaller and Smaller” is a woodcut by the Dutch artist M.C. Escher in which the lizards designed in a rosette tiling approach the centre by geometric series. This paper proposes an easy method to generate drawings similar to “Smaller and Smaller”. To this end, the geometrical structure of rosette tilings is first considered from the viewpoint of the symmetry group in detail. This gives a simple way to construct rosette tilings. Then, a one-to-one mapping between kite-shaped and square regions is presented to embed a pre-designed template into kite-shaped tiles of rosette tilings. Next, the algorithms for rendering the rosette tilings are discussed. Finally, some detailed implements of producing rosette drawings are specified. The presented examples show that by using the existing rich wallpaper templates, the method proposed in the paper can generate a variety of Escher-like rosette drawings.

  • With the development of computer graphics technology, there is considerable research on the generation of aesthetic patterns based on mathematical principles. This includes not only the well-known fractals[1, 2] but also patterns of the wallpaper[35], cyclic and/or dihedral[3, 6], hyperbolic[7, 8], and spiral[1, 9, 10] symmetries. However, the visual appeal of computer-generated patterns mainly comes from harmonious and graceful symmetries. A major defect of such patterns is that they lack artistic vitality.

    Dutch artist M.C. Escher is a great graphic artist. The order, rigour, and accuracy of mathematics formed the soul of his work and became his unique classic sign. He showed that seemingly contradictory sensibility and reason could be perfectly integrated[11], which makes a durable and profound influence on both artists and scientific researchers. Due to the aesthetic appeal as well as commercial potential, there appear a lot of studies dedicated to the creation of Escher-like arts[11], such as Escherization[12, 13], Escher Spheres[14], metamorphosis[15], fractal drawings[16], Escher transmutation[17, 18], and hyperbolic drawings[19, 20]. The most striking feature of the above research is that the motifs are well recognizable.

    As a common and beautiful curve in nature, the logarithmic spiral has been explored extensively by Escher, including “Development II” (1939), “Whirlpools” (1957), “Path of Life I” (1958), “Path of Life II” (1958), and “Sphere Surface with Fish” (1958). There is an outstanding woodcut that has to be mentioned – “Smaller and Smaller” 1. In this work, as the lizards of different colours approach the centre infinitely, they are progressively reduced by a geometric series, which conveys the elements of colour, spiral, similar, and cyclic symmetries simultaneously. In a letter to his son, Escher wrote, “at moments of great enthusiasm it seems to me that no one in the world has ever made something this beautiful and important”.

    Inspired by Escher's spiral artworks, rich programs 2, 3, 4 and studies 5, 6[21, 22] focus on creating spiral patterns. One of the types of spiral patterns is kite-based tiling[23] (see Fig.1(a) for an example of such tiling). In [23, 24], Fathauer studied only some properties of these tilings and has not introduced any method suitable for the generation and rendering of such tilings.

    Figure  1.  (a) Kite-based tiling. (b) Periodic tiling that can be mapped to the tiling from (a) using the anti-Mercator mapping.

    In the literature, we can find a description of one approach that could be used to render the kite-based tiling. The method is presented by Kaplan 5 and it is based on the use of anti-Mercator mapping[21]:

    f(z)=ez,

    where zC. In this method, we generate a periodic tiling, and then we transform it using the anti-Mercator mapping. Kaplan considered only periodic tilings in which the edges of the tiles are straight lines. When we transform such edges by the anti-Mercator mapping, then we get logarithmic spirals, concentric circles, or radial lines 5. Therefore, we cannot get a rosette tiling in which all the edges are straight lines. To get the rosette tiling using the anti-Mercator mapping, we need to use a periodic tiling in which the edges are not straight lines (see Fig.1(b)), i.e., they are curves. Such a tiling was not reported in the literature earlier, therefore we would need to find its mathematical description. However, the approach of mapping this tiling with the anti-Mercator mapping has several drawbacks.

    The edges of the periodic tiling are not straight lines, therefore it is harder to generate such tiling, and the control over the resulting kite-based tiling is not natural. To generate patterns in an Escher style, we need to embed some motif into the tiles of the periodic tiling. To do this, we can design the motif directly on the tile or create the motif in a square texture and next map it into the tile. In both cases, we need to take into account the fact that the anti-Mercator mapping will transform the motif; thus it needs to be properly designed. This is very difficult because of the non-linearity of the anti-Mercator mapping. Moreover, in the approach with the square texture, we need to calculate texture co-ordinates. Because the tiles in the periodic tiling have curved edges, it would require solving some non-linear equation, which can require the use of a numerical method and can be time-consuming.

    Instead of finding the mathematical description of the tiling required in the anti-Mercator approach, in this paper, we propose some other method of generating rosette tilings that can be used to obtain drawings similar to Escher's “Smaller and Smaller”. This method will not have the mentioned drawbacks. The method is a direct one, i.e., we generate the tiling's kites directly, and the control over the tiling is natural by using two parameters. In the designing stage of the motif, we do not need to take into account any non-linear mapping because the motif will be directly mapped onto the kites. Moreover, the method is very simple to implement using shaders.

    The remainder of this paper is outlined as follows. First, in Section 2, we introduce rosette tilings. We use the symmetry group to analyze its structure and describe how to construct rosette tilings in detail. Then, in Section 3, we establish a one-to-one mapping to deform a unit square into a kite-shaped region. Given a pre-designed wallpaper template, this technique allows us to embed the template into kite-shaped tiles of a rosette tiling. Next, we introduce the algorithms for rendering rosette tilings in Section 4 and present a gallery of the resulting Escher-like drawings in Section 5. To show the performance of the proposed rendering algorithm, in Section 6, we show the generation times of drawings obtained with the algorithm. Finally, we conclude the paper and show our future directions in Section 7.

    In this section, we introduce the rosette tiling of the symmetry, which is a combination of a rotational symmetry Cn with a self-similar radial scaling. We start by introducing some concepts about symmetry groups.

    A symmetry of a tiling T is a transformation S under the action of which T is invariant. A tiling's symmetry group comprises all its symmetries. The elements g1,g2,,gn of a group G are called the set of generators if every element of G can be expressed as a finite product of their powers (including negative powers). The fundamental region F under the symmetry group G is a connected set whose transformed copies under the action of G cover the entire space without overlapping, except at the boundaries.

    Fig.2(a) shows the type of the considered rosette tilings, which are tiled with similar kite-shaped tiles. The interweaving tiles make the tiling appear to be a complex structure. It is easy to check that it possesses similar and rotational symmetries. An easily overlooked fact is that this tiling also contains spiral symmetry, which is an important factor in why it conveys a strong visual appeal (see the dark–light red arm emphasized in Fig.2(b)). For convenience, we will use the complex numbers to handle the symmetries of rosette tiling and call the symmetry group associated with the tiling as the rosette group.

    Figure  2.  (a) A rosette tiling by kite-shaped tiles centred at the origin of the Cartesian coordinate system. (b) A rosette tiling in which one arm is emphasized by the alternate dark and light red tiles. Vertices of the biggest tile in this arm are denoted by A, B, C, D and the tile itself is denoted by Σ0. The arm is formed by tiles Σk=gk2(Σ0) for k=0,1,2,. The tiles Tm, k of the set {Tm, k|Tm, k=gm1[gk2(Σ0)], m=1,2,3,,n, kZ}, cover the plane C.

    We first focus on the tile ABCD marked in Fig.2(a). Assuming AOB=π/n, DAB=α, and ABC=θ, by the Sine Rule, we obtain the ratio s of the short edge to the long edge as

    s=|AD||AB|=sinθ2sin(θ2+πn), (1)

    where θ=(n1/n)πα. If we set |BD|=1, then by the summation formula of geometric series, we get the coordinates D=(s2/(1s2),0). Then, the other vertices of the tile ABCD can be easily calculated, obtaining:

    A=(scosπn1s2,  scosπntanπn1s2),B=(11s2,  0),C=(scosπn1s2,  scosπntanπn1s2).

    Let C be the complex plane, and C=C{0}. For zC, let g1 and g2 be transformations defined as

    g1(z)=ze2πni, (2)
    g2(z)=szeπni, (3)

    where i=1. Recall the famous Euler formula eiθ=cosθ+isinθ. It is obvious that g1 represents a counter-clockwise rotation of 2π/n about the origin. The effect of g2 is equivalent to a contraction of scale s first, and then followed by a counter-clockwise rotation of π/n about the origin. Geometrically, g2 is equivalent to a counter-clockwise spiral contraction (thus g12(z)=(1/s)zeπni is a clockwise spiral expansion). Denote the region of the tile ABCD as Σ0 and the symmetry group generated by g1 and g2 as G(n,α). Next, we investigate the effect of Σ0 under group G(n,α).

    In Fig.2(b), by the geometrical meaning of g2, it is clear that Σ1=g2(Σ0). In fact, by continuously applying g2, we see that Σk=gk2(Σ0) for k=1,2,3,. Thus, the set

    Σ={Σk|Σk=gk2(Σ0) for kZ},

    forms an infinite spiral arm. If we use g1 to successively rotate the spiral arm Σ of 2π/n about the origin, we have

    C= {Σm|Σm=gm1(Σ) for m=1,2,3,,n}= nm=1+k=gm1[gk2(Σ0)]. (4)

    Consequently, G(n,α) is a symmetry group of the rosette tiling and Σ0 is a fundamental region associated with G(n,α). (4) gives a simple algorithm for constructing rosette tilings.

    To embed a square image into tiles of a G(n,α) rosette tiling, in this section, we derive a one-to-one mapping between the kite-shaped region Σ0 and the unit square.

    For convenience, we set the origin of a new coordinate system Oxy at the vertex D of tile Σ0 (see Fig.3). Now, the tile DABC is translated by a vector (s2/(1s2),0) to quadrilateral OABC; Σ0 is correspondingly denoted as Σ0 (see Fig.3).

    Figure  3.  z1OA and z3OC are symmetrically placed boundary points of z2BC and z4AB that satisfy (5), respectively; point z=x+yi¯z1z2¯z3z4.

    In tile Σ0, suppose z2BC and z4AB are symmetrically placed boundary points of z1OA and z3OC, respectively. That is, zk (k=1,2,3,4) satisfy

    z2+s21s2=g12(z1+s21s2),z4+s21s2=g1(g12(z3+s21s2)), (5)

    where g1 and g2 are transformations defined in (2) and (3), respectively.

    Denote the coordinates of A as (a,b) and AOB=ADB=ϕ. It is easy to check that

    (a,b)= |OA|(cosϕ,sinϕ)       = cos(π2n+α2)sinα(cosϕ,sinϕ),

    where ϕ=(n+1)π/2nα/2. Assume that

    z1=vA,z2C=v(BC), (6)

    for v[0,1], and

    z3=uC,z4A=u(BA), (7)

    for u[0,1].

    Let z=x+yi be the intersection between segments ¯z1z2 and ¯z3z4, i.e., z¯z1z2¯z3z4. We are going to map z onto a point (u,v) of the unit square (see Fig.4).

    Figure  4.  For a given point z=x+yiΣ0 in Fig.3, (13) and (14) determine a unique point (u,v) in the unit square that corresponds to (x,y), where v and u are the roots of (13) and (14).

    Note that BCA=(12a,0) because A=(a,b), B=(1,0), and C=(a,b). By (6) and (7), we have

    z2z1=C+v(12a,0), (8)
    z4z3=A+u(12a,0). (9)

    Let zz1=p1(z2z1) for certain p1[0,1]. By (6) and (8), we have

    z=z1+p1(z2z1)=vA+p1[C+v(12a,0)]. (10)

    Similarly, using (7) and (9), we can obtain

    z=z3+p2(z4z3)=uC+p2[A+u(12a,0)] (11)

    for certain p2[0,1].

    By comparing the real and imaginary parts of (10), we get

    {x=va+p1a+p1v(12a),y=bvbp1. (12)

    By eliminating p1 from (12), we derive a quadratic equation about v as

    v2(12a)+v(2ay(12a)b)xayb=0. (13)

    With a similar treatment for (10), we obtain a quadratic equation about u from (11) as

    u2(12a)+u[2a+y(12a)b]x+ayb=0. (14)

    Given z=x+yiΣ0, by (13) and (14) we find a point (u,v)[0,1]×[0,1] (as the smaller roots in (13) and (14) are less than zero, we take the positive roots). This establishes a one-to-one mapping between Σ0 and a square region so that we can embed a square image into the fundamental region Σ0. Then, by (4), we can use copies of the image to construct a rosette drawing similar to “Smaller and Smaller”.

    In this section, we introduce algorithms for rendering rosette tilings. All the algorithms rely on the algebraic structure of the tiling and the one-to-one mapping introduced in Section 2 and Section 3.

    One way to render the rosette tiling is the direct use of (4). Thus, we take the fundamental region Σ0, texture it using texture coordinates calculated using the one-to-one mapping in Section 3, and next, we use the generators g1 and g2 to obtain successive tiles of the tiling. Using (4), we generate the tiling of the whole space C, but when we want to generate a rosette pattern like the one presented in Fig.2, in (4), we take only k=0,1,2,.

    Now, let us notice that

    Σk=gk2(Σ0)=g2(gk12(Σ0))     =g2(Σk1),k=1,2,,Σk=gk2(Σ0)=g2(gk+12(Σ0))     =g2(Σk+1).k=1,2,.

    These formulas show that a single spiral arm in the tiling is a simple feedback process. Therefore, we can use graphics card capabilities in the generation process, namely the transform feedback present in OpenGL and Vulkan.

    The presented method is not the only method that we can use to render a rosette tiling. We can develop an algorithm that can be implemented in a fragment shader. From (4), we know that every point in the plane can be obtained by transforming some point from Σ0 using g1 and g2. Thus, we need a method to, for a given zC, find the corresponding point z in Σ0.

    Firstly, let us examine the rosette tiling in Fig.5(a). We see that each area between two magenta lines contains the same pattern. Therefore, we can concentrate only on one such area because every point of the plane can be transformed to this area by a rotation using some multiple of 2π/n as the rotation angle, i.e., we use g11 multiple times. In our method, we will select the area in which the argument of the points is between π/n and π/n (see the area between the magenta lines in Fig.5(b)). In this area, let us consider Σ0 and the two triangles T1 and T2. The triangles are the halves of two kites of the tiling, i.e., the kites with the vertices B,C,F1,E1, and A,B,E2,F2. Therefore, the vertices E1 and E2 of the triangles can be calculated as follows:

    Figure  5.  (a) Each area between two magenta lines of the rosette tiling contains the same pattern. (b) Every point between the two magenta lines can be transformed by scaling to one of the sets Σ0, T1, or T2.
    E1=g12(B),E2=g1(g12(B))=g1(E1).

    Now, let us consider the first green kite on the left of Σ0 in Fig.5(b). We can transform it to Σ0 by using

    f1(z)=g12(g12(g1(z)))=1s2z.

    We see that this is a scaling transformation with the scaling factor 1/s2. If we consider the second green kite to the left of Σ0, then we can transform it to the first green tile using f1 and then transform it to Σ0 again using f1. In general, we can gradually scale each green tile to the left of Σ0 using f1, and eventually, we reach Σ0. Similar reasoning can be made for the blue triangles to the left of Σ0, but this time the lower blue triangles are scaled using f1 to T1, and the upper ones to T2. When we consider the kites to the right of Σ0, we notice that we can repeat the same reasoning, but using

    f2(z)=g11(g2(g2(z)))=s2z,

    which again is a scaling transformation, but with the scale factor s2. Therefore, we can scale each point in the considered area to Σ0, T1 or T2, i.e., the points inside the quad R with vertices C, B, A, O using the scaling factor 1/s2, and the scaling factor s2 for the points outside of this quad. Of course, if we want to generate a rosette pattern like the one presented in Fig.2, then we only consider the points in R. The points outside of this quad are discarded.

    Let zs be the point after the scaling transformation. Now, we have three cases:

    1) zsΣ0; therefore z=zs and we solve (13) and (14) for z to find the texture co-ordinates and texture z;

    2) zsT1; therefore we transform it to Σ0 using

    z=g2(zs),

    and next, we solve (13) and (14) for z to find the texture co-ordinates and texture z;

    3) zsT2; therefore we transform it to Σ0 using

    z=g2(g11(zs)),

    and next, we solve (13) and (14) for z to find the texture co-ordinates and texture z.

    We summarize the method as pseudocode in Algorithm 1. In the algorithm, we assume that arg(z)[0,2π).

    In this section, we specify some implementation details and give a gallery of the resulting Escher-like drawings.

    Algorithm 1. Colour Calculation for a Rosette Tiling
     Input: zC: a point for which we calculate the colour; nN, α[0,2π]: the parameters defining G(n,α); Σ0: the fundamental region; T1, T2: triangles in Fig.5(b); s: the scaling factor in (1); g1, g2: generat ors of G(n,α); R: the quad with the vertices C, B, A, O (Fig.5(b)); brosette: a boolean variable, if true, then render the rosette pattern, else render the complete plane tiling; cbg: background colour; T: a texture.
     Output: Colour for z.
    1 m=arg(z)+(π/n)2π/n
    2 z=zem(2π/n)i
    3 sf=1/s2
    4 if zR then
    5 if brosette then
    6  return cbg
    7 sf=s2
    8 while zΣ0 and zT1 and zT2 do
    9 z=sfz
    10 if zT1 then
    11 z=g2(z)
    12 else
    13 if zT2 then
    14  z=g2(g11(z))
    15 Find texture co-ordinates (u,v) for z by solving (13) and (14)
    16 return T(u,v)

    Wallpaper groups allow both square, and diamond lattices[4, 5]. For a diamond wallpaper template, we need to transform it into a square template first. Fig.6 shows the process of producing a manta rosette drawing constructed from a wallpaper drawing of the diamond lattice. We first cut a diamond cycle template from Fig.6(a). Then we deform the template Fig.6(b) as the square template Fig.6(c), which can be realized by a simple affine transformation or a bilinear interpolation. Using the one-to-one mapping developed in Section 3, we next embed the square template Fig.6(c) into a kite-shaped region – the fundamental region associated with the rosette group. Finally, by (4), we use the kite-shaped template from Fig.6(d) to construct a rosette drawing. Fig.7 demonstrates the process of creating a rosette drawing constructed from a wallpaper pattern of a square lattice. For the square wallpaper template, except for the redundant step of converting the diamond template into a square template, all the other steps are similar to the diamond case. To save space, for the following cases, we will no longer display technical details, merely showing the deformed kite-shaped template at the upper right corner of each drawing.

    Figure  6.  Process diagram of a rosette drawing constructed from a wallpaper drawing of diamond lattice. (a) A manta wallpaper drawing with a diamond lattice. (b) A cycle diamond template cut from (a). (c) The square template obtained by a bilinear interpolation of image (b). (d) Using the one-to-one correspondence given in (13) and (14), a kite-shaped template deformed from template (c). (e) A manta drawing constructed of G(16,(45/360)2π) symmetry based on a kite-shaped template (d).
    Figure  7.  Process diagram of a rosette drawing constructed from a wallpaper drawing of square lattice. (a) A seahorse and eel drawing with square lattice. (b) A cycle square template cut from (a). (c) Using the one-to-one correspondence given in (13) and (14), a kite-shaped template deformed from template (b). (d) A seahorse and eel drawing of G(5,(80/360)2π) symmetry constructed using the kite-shaped template (c). (e) By modifying colour data of template (b), we get a seahorse and eel drawing of G(6,(80/360)2π)) symmetry.

    Using a strategy developed in [9] of modifying colours, Fig.7(e) displays a seahorse and eel drawing different from Fig.7(d). This approach can yield rich drawings of different styles easily and will be utilized in some of the next cases.

    Rosette drawings demonstrated in Figs.7(d)–7(e) involve a technique called colour symmetry. Assuming S is a symmetry of template T, a colour symmetry of T is a permutation of colours which is compatible with S[5]. Intuitively, a colour symmetry template is a template in which colours of motifs are arranged symmetrically. Escher creatively introduced colour symmetry into his artworks, which greatly enhanced the aesthetic appeal[11]. Due to strong contrast, templates of colour symmetry would yield appealing drawings. Fig.8 and Figs.9(a)–9(d) display 10 rosette drawings of colour symmetry. The arrangement of template motifs may greatly affect the overall effect of rosette drawings. Figs.9(c)–9(d) illustrate a case in which the arrangements of the skate motifs differ a little. However, the resulting rosette drawings are quite different.

    Figure  8.  (a) An octopus drawing of G(4,(65/360)2π) symmetry. (b) An octopus drawing of G(5,(80/360)2π) symmetry. (c) A frog drawing of G(8,(85/360)2π) symmetry. (d) A frog drawing of G(13,(90/360)2π) symmetry. (e) A bird drawing of G(12,(80/360)2π) symmetry. (f) A bird drawing of G(6,(80/360)2π) symmetry.
    Figure  9.  (a) A crocodile drawing of G(7,(50/360)2π) symmetry. (b) A crocodile drawing of G(8,(80/360)2π) symmetry. (c) A skate drawing of G(13,(90/360)2π) symmetry. (d) A skate drawing of G(13,(90/360)2π) symmetry. (e) A beetle drawing of G(13,(90/360)2π) symmetry. (f) A defective frog and crocodile drawing of G(12,(80/360)2π) symmetry.

    In Fig.9(e), we show a beetle rosette drawing of G(13,(90/360)2π) symmetry. To obtain a better aesthetic effect, the boundary motifs are trimmed carefully so that a complete beetle is preserved. It should be pointed out that the square or diamond templates used in the construction of rosette drawings must satisfy periodic symmetries of wallpaper groups. Fig.9(f) shows a frog and crocodile rosette drawing of G(12,(80/360)2π), which is a defective drawing since two halves of a crocodile at the edge of the template cannot form an intact normal crocodile motif. The fundamental reason is that the original square template does not meet the translational periodicity of wallpaper groups.

    In 1958, Escher created a difficult artwork, “Sphere Surface with Fish” on the curved sphere space. In this work, the alternate rows of white and black fish spirally swim outwards from one pole to another; the fish attain the greatest size on the equator, and after that, they become smaller and disappear into poles. Now, we present a simple way to produce drawings similar to “Sphere Surface with Fish”.

    Let \boldsymbol N = (0, \;0,\; 1) \in \mathbb{R}^3 and let {\cal{S}} = \{ (x, y, z) \in \mathbb{R}^3 | x^2 + y^2 + z^2 = 1 \} be the unit sphere in \mathbb{R}^3 . The stereographic projection of {\cal{S}} to \hat{\mathbb{C}} = \mathbb{C} \cup \{ \infty \} from \boldsymbol N is the map \varphi : {\cal{S}} \rightarrow \hat{\mathbb{C}} given by the following formula

    \varphi (x,y,z) = \left\{ {\begin{array}{*{20}{l}} {\dfrac{x}{{1 - z}} + \dfrac{y}{{1 - z}}i,}&{{\rm{if }}\ (x,y,z) \ne \boldsymbol N,}\\ {\infty ,}&{{\rm{if }}\ (x,y,z) = \boldsymbol N,} \end{array}} \right.

    where (x, y, z) \in {\cal{S}} . The inverse map \varphi^{-1} : \hat{\mathbb{C}} \rightarrow {\cal{S}} of \varphi is given by the formula

    {\varphi ^{ - 1}}(a + bi) = \left\{ {\begin{array}{*{20}{l}} {\left( {\dfrac{{2a}}{d},\dfrac{{2b}}{d},\dfrac{{{a^2} + {b^2} - 1}}{d}} \right),}&{{\rm{if }}\ a + bi \in \mathbb{C},}\\ {\boldsymbol N,}&{{\rm{if }}\ a + bi = \infty ,} \end{array}} \right.

    where d = a^2 + b^2 + 1 .

    Now, suppose that P is a kite-based plane tiling. Then, by using \varphi^{-1} one can project P onto the finite sphere surface and obtain a spherical drawing. Fig.10 and Fig.11 show 12 spherical drawings similar to “Sphere Surface with Fish”.

    Figure  10.  (a) A spherical butterfly drawing of G(10, (80/360)2 \pi) symmetry. (b) A spherical cat drawing of G(12, (80/360)2 \pi) symmetry. (c) A spherical crocodile drawing of G(10, (55/360)2 \pi) symmetry. (d) A spherical frog drawing of G(9, (85/360)2 \pi) symmetry. (e) A spherical goose drawing of G(19, (65/360)2 \pi) symmetry. (f) A spherical octopus drawing of G(10, (75/360)2 \pi) symmetry.
    Figure  11.  (a) A spherical lion drawing of G(7, (80/360)2 \pi) symmetry. (b) A spherical lion drawing of G(10, (35/360)2 \pi) symmetry. (c) A spherical fish drawing of G(8, (85/360)2 \pi) symmetry. (d) A spherical fish drawing of G(13, (90/360)2 \pi) symmetry. (e) A spherical dragon drawing of G(12, (85/360)2 \pi) symmetry. (f) A spherical dragon drawing of G(7, (80/360)2 \pi) symmetry.

    To show the performance of the proposed rendering algorithm, we rendered the drawings in Fig.8(b) and Fig.9(c) of different resolutions. The drawing in Fig.8(b) has a low value of n , i.e., 5 , whereas the drawing in Fig.9(c) was obtained for a higher value of n , i.e., 13 . The rendering method was implemented in C++ using OpenGL and GLSL (OpenGL Shading Language). The computations were implemented in the fragment shader using double precision numbers. Moreover, we rendered the drawings without anti-aliasing, i.e., one sample per pixel, and with anti-aliasing using multi-sampling with various numbers of samples per pixel ( 2 , 4 , and 8 ). The tests were performed on a computer with the following specifications: NVIDIA GeForce GTX 1660 Ti graphics card with 6 GB GDDR6 SDRAM, Intel i5-9600K (@3.70 GHz), 32 GB DDR4 RAM and Windows 10 (64 bit).

    The resultant rendering time (in milliseconds) are gathered in Table 1 for Fig.8(b), and in Table 2 for Fig.9(c). For both drawings, we see that the generation time in the case of one sample per pixel (no anti-aliasing) is very short. For low resolution ( 1\;000 \times 1\;000 pixels), it is equal to 8 ms–9 ms, and for high resolution ( 8\;000 \times 8\;000 pixels), between 300 and 400 milliseconds. When we turn the anti-aliasing on, then the time is longer, but the quality of the generated drawings is greater, especially in the areas where many tiny details appear. For two samples per pixel, we observe time is less than a second, even for high resolutions. For four and eight samples per pixel, only for the resolution of 8\;000 \times 8\;000 pixels, we get time longer than one second, i.e., for four samples, the time is longer than two seconds, whereas, for eight samples, the time is longer than three seconds.

    Table  1.  Rendering Time (ms) of Fig.8(b) Using the Proposed Rendering Algorithm for Various Resolutions (in Pixels) and Number of Samples
    Resolution One Sample Two Samples Four Samples Eight Samples
    1\;000\times 1\;000 8.517 16.803 33.667 61.350
    2\;000\times 2\;000 33.118 65.239 116.338 202.251
    4\;000\times 4\;000 129.299 203.397 327.665 566.856
    8\;000\times 8\;000 327.971 551.430 2056.120 3020.710
    下载: 导出CSV 
    | 显示表格
    Table  2.  Rendering Time (ms) of Fig.9(c) Using the Proposed Rendering Algorithm for Various Resolutions (in Pixels) and Number of Samples
    Resolution One Sample Two Samples Four Samples Eight Samples
    1\;000 \times 1\;000 9.526 19.105 35.173 67.047
    2\;000 \times 2\;000 36.224 68.214 131.132 215.955
    4\;000 \times 4\;000 136.665 218.860 376.312 728.326
    8\;000 \times 8\;000 381.989 703.412 2359.940 3646.360
    下载: 导出CSV 
    | 显示表格

    The proposed rendering method of rosette drawings has also low memory requirements. We only need memory for the rendered image and several variables needed in the calculations.

    Inspired by Escher's “Smaller and Smaller”, this paper considered the computer-aided generation of Escher-like rosette drawings. We first introduced the symmetry group to analyze the geometrical structure of rosette tilings. Then, to embed a pre-designed template into kite-shaped tiles of a rosette tiling, we elaborated a one-to-one mapping between the kite-shaped and square regions. We finally specified some implementations of drawings similar to “Smaller and Smaller” and “Sphere Surface with Fish”. The proposed method can create rich drawings using existing wallpaper templates.

    The kite-based tilings obtained with the proposed method are generated directly without using any non-linear mapping. They can be controlled in a natural way using the two parameters of the symmetry group G(n,\; \alpha) . Moreover, we can design the motif in a square texture without the need to take into account any non-linear mappings. The embedding of the texture into the kite is easy and fast because we solve simple quadratic equation. Therefore, the proposed method eliminates all the drawbacks of the method based on the anti-Mercator mapping mentioned in the introduction.

    In contrast to the methods reported in [21, 22] 7, 8, 9, 10, 11, the approach developed in this paper has several advantages. First, the construction of rosette tilings merely involves simple similarity and rotation transformations, which makes the resulting drawings present a strong spiral effect (because tiles have no distortion). It also provides an easy-to-implement measure to design spiral patterns by hand (see a case demonstrated in Figs.12(a)–12(b)). Second, our method is straightforward and elementary. We did not introduce complex functions that cannot be easily understood by ordinary people (such as the anti-Mercator mapping used by Kaplan 10). Finally, based on computer graphic technology, we developed a mathematical algorithm to obtain Escher-like drawings. The precise mathematical approach completely avoids the human errors inherent in Escher's manual creative process.

    Figure  12.  (a) An Escher-like follower drawing by the third author of the paper obtained with the help of Adobe Illustrator. (b) The Escher-like follower drawing from (a) emphasized with a rosette tiling. (c) A manual cloisonne handicraft ( 65 cm \times 65 cm) based on (b). (d) A Jingdezhen high-temperature porcelain ( 45 cm \times 45 cm) based on an Escher-like spherical dog drawing.

    The applications of Escher-like rosette drawings span across at least five domains, demonstrating the versatility and practical utility of the proposed methods.

    Textile Design. The techniques enable the creation of unique, symmetrical patterns for textiles in fashion and home decor. This allows designers to produce distinctive fabric prints that enhance the visual appeal of clothing and interior fabrics, such as curtains and upholstery.

    Interior Decoration. The generated patterns can be utilized in designing wallpapers, floor tiles, and furniture coverings. These applications help in achieving aesthetically pleasing and thematic interior spaces, tailored to specific styles or colour schemes.

    Poster and Graphic Design. In the realm of advertising and marketing, these complex patterns can be incorporated into posters, flyers, and digital advertisements. They serve as eye-catching elements that can effectively capture attention and convey messages, thereby enhancing brand recognition and visual impact.

    Digital Media and Web Design. The patterns can be applied to digital interfaces, including websites and virtual reality environments, to create engaging visual experiences. They add depth and interest to digital backgrounds and elements, improving user interaction and overall digital aesthetics.

    Educational Tools. These patterns also serve an educational purpose by illustrating mathematical concepts such as symmetry, geometry, and tessellation. They can be integrated into educational materials to make learning these concepts more engaging and visually intuitive for students.

    Overall, the broad applicability of these Escher-like patterns underscores their potential to influence diverse fields. This not only benefits the aesthetic and functional aspects of products and spaces but also enhances the educational approaches in understanding complex mathematical principles. In the future, we plan to generate richer Escher-like tessellations and explore the commercial potential of Escher artwork (see two examples shown in Figs.12(c)–12(d)).

  • Figure  1.   (a) Kite-based tiling. (b) Periodic tiling that can be mapped to the tiling from (a) using the anti-Mercator mapping.

    Figure  2.   (a) A rosette tiling by kite-shaped tiles centred at the origin of the Cartesian coordinate system. (b) A rosette tiling in which one arm is emphasized by the alternate dark and light red tiles. Vertices of the biggest tile in this arm are denoted by A , B , C , D and the tile itself is denoted by \Sigma_0 . The arm is formed by tiles \Sigma_k = g_{2}^{k}(\Sigma_0) for k = 0, \;1,\; 2,\;\ldots . The tiles T_{m,\ k} of the set \{T_{m,\ k}|T_{m,\ k} = g_{1}^{m}[g_{2}^{k}(\Sigma_0)],\ m = 1,\; 2,\; 3, \;\ldots,\; n,\ k\in\mathbb{Z}\} , cover the plane \mathbb{C}^{*} .

    Figure  3.   z_1 \in O'A' and z_3 \in O'C' are symmetrically placed boundary points of z_2 \in B'C' and z_4 \in A'B' that satisfy (5), respectively; point z = x + y i \in \overline{z_1 z_2} \cap \overline{z_3 z_4}.

    Figure  4.   For a given point z = x + y i\in\Sigma_0 in Fig.3, (13) and (14) determine a unique point (u, v) in the unit square that corresponds to (x, y), where v and u are the roots of (13) and (14).

    Figure  5.   (a) Each area between two magenta lines of the rosette tiling contains the same pattern. (b) Every point between the two magenta lines can be transformed by scaling to one of the sets \Sigma_0 , T_1 , or T_2 .

    Figure  6.   Process diagram of a rosette drawing constructed from a wallpaper drawing of diamond lattice. (a) A manta wallpaper drawing with a diamond lattice. (b) A cycle diamond template cut from (a). (c) The square template obtained by a bilinear interpolation of image (b). (d) Using the one-to-one correspondence given in (13) and (14), a kite-shaped template deformed from template (c). (e) A manta drawing constructed of G(16, (45/360)2 \pi ) symmetry based on a kite-shaped template (d).

    Figure  7.   Process diagram of a rosette drawing constructed from a wallpaper drawing of square lattice. (a) A seahorse and eel drawing with square lattice. (b) A cycle square template cut from (a). (c) Using the one-to-one correspondence given in (13) and (14), a kite-shaped template deformed from template (b). (d) A seahorse and eel drawing of G(5, (80/360)2\pi) symmetry constructed using the kite-shaped template (c). (e) By modifying colour data of template (b), we get a seahorse and eel drawing of G(6, (80/360)2\pi)) symmetry.

    Figure  8.   (a) An octopus drawing of G(4, (65/360)2 \pi ) symmetry. (b) An octopus drawing of G(5, (80/360)2 \pi ) symmetry. (c) A frog drawing of G(8, (85/360)2 \pi ) symmetry. (d) A frog drawing of G(13, (90/360)2 \pi ) symmetry. (e) A bird drawing of G(12, (80/360)2 \pi ) symmetry. (f) A bird drawing of G(6, (80/360)2 \pi ) symmetry.

    Figure  9.   (a) A crocodile drawing of G(7, (50/360)2 \pi ) symmetry. (b) A crocodile drawing of G(8, (80/360)2 \pi ) symmetry. (c) A skate drawing of G(13, (90/360)2 \pi ) symmetry. (d) A skate drawing of G(13, (90/360)2 \pi ) symmetry. (e) A beetle drawing of G(13, (90/360)2 \pi ) symmetry. (f) A defective frog and crocodile drawing of G(12, (80/360)2 \pi ) symmetry.

    Figure  10.   (a) A spherical butterfly drawing of G(10, (80/360)2 \pi) symmetry. (b) A spherical cat drawing of G(12, (80/360)2 \pi) symmetry. (c) A spherical crocodile drawing of G(10, (55/360)2 \pi) symmetry. (d) A spherical frog drawing of G(9, (85/360)2 \pi) symmetry. (e) A spherical goose drawing of G(19, (65/360)2 \pi) symmetry. (f) A spherical octopus drawing of G(10, (75/360)2 \pi) symmetry.

    Figure  11.   (a) A spherical lion drawing of G(7, (80/360)2 \pi) symmetry. (b) A spherical lion drawing of G(10, (35/360)2 \pi) symmetry. (c) A spherical fish drawing of G(8, (85/360)2 \pi) symmetry. (d) A spherical fish drawing of G(13, (90/360)2 \pi) symmetry. (e) A spherical dragon drawing of G(12, (85/360)2 \pi) symmetry. (f) A spherical dragon drawing of G(7, (80/360)2 \pi) symmetry.

    Figure  12.   (a) An Escher-like follower drawing by the third author of the paper obtained with the help of Adobe Illustrator. (b) The Escher-like follower drawing from (a) emphasized with a rosette tiling. (c) A manual cloisonne handicraft ( 65 cm \times 65 cm) based on (b). (d) A Jingdezhen high-temperature porcelain ( 45 cm \times 45 cm) based on an Escher-like spherical dog drawing.

    Table  1   Rendering Time (ms) of Fig.8(b) Using the Proposed Rendering Algorithm for Various Resolutions (in Pixels) and Number of Samples

    Resolution One Sample Two Samples Four Samples Eight Samples
    1\;000\times 1\;000 8.517 16.803 33.667 61.350
    2\;000\times 2\;000 33.118 65.239 116.338 202.251
    4\;000\times 4\;000 129.299 203.397 327.665 566.856
    8\;000\times 8\;000 327.971 551.430 2056.120 3020.710
    下载: 导出CSV

    Table  2   Rendering Time (ms) of Fig.9(c) Using the Proposed Rendering Algorithm for Various Resolutions (in Pixels) and Number of Samples

    Resolution One Sample Two Samples Four Samples Eight Samples
    1\;000 \times 1\;000 9.526 19.105 35.173 67.047
    2\;000 \times 2\;000 36.224 68.214 131.132 215.955
    4\;000 \times 4\;000 136.665 218.860 376.312 728.326
    8\;000 \times 8\;000 381.989 703.412 2359.940 3646.360
    下载: 导出CSV
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  • 收稿日期:  2022-11-18
  • 录用日期:  2024-08-29
  • 网络出版日期:  2024-08-30
  • 刊出日期:  2024-12-27

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