Renderer Catalog
Mathematical renderer catalog — fractals, chaos, fields, waves, lattices, pixels.
SolSoul Mathematical Renderer Catalog
All SolSoul built-in renderers generate beauty from pure mathematics. This catalog documents the mathematical foundations, visual characteristics, and on-chain implementation of each renderer.
Renderer Philosophy
SolSoul maintains a strict boundary:
- ✅ Mathematical / Algorithmic: Beauty emerges from mathematical structures (fractals, chaos, fields, waves, lattices, noise)
- ❌ Illustrative / Thematic: Human-designed imagery with stylistic narratives (characters, scenes, themed objects)
This boundary ensures that every Soul is a discovery from mathematical space, not a selection from a pre-drawn gallery.
0x0000_0000 — Fractal Structure
Mathematical Basis: Iterated Function System (IFS)
IFS fractals are generated by repeatedly applying affine transformations to an initial point set. The classic Barnsley fern uses four transforms; SolSoul's renderer uses 3-5 transforms selected deterministically from the seed.
x' = a·x + b·y + e
y' = c·x + d·y + f
Where (a, b, c, d, e, f) are coefficients drawn from a deterministic pool seeded by the transaction hash.
Visual Characteristics
- Self-similar branching structures
- Organic, fern-like or tree-like silhouettes
- Infinite detail at all zoom levels
- Warm earth tones or cool ice palettes (deterministic from seed)
On-chain Implementation
- 10,000 iterations per generation
- Fixed-point arithmetic with
SCALE = 10^12 - Color palette: 8 colors selected from 16-color deterministic palette
- Output: SVG
<path>elements (~800-1200 points)
0x0000_0001 — Vector Field
Mathematical Basis: Flow Fields
A vector field assigns a direction vector to every point in 2D space. SolSoul uses Perlin-noise-derived curl fields:
v(x, y) = (−∂ψ/∂y, ∂ψ/∂x)
Where ψ is a scalar potential function computed from value noise octaves.
Particles are advected through the field using Euler integration, leaving streamlines that reveal the field's structure.
Visual Characteristics
- Flowing, river-like streamlines
- Vortex centers and saddle points
- Smooth gradients between streamlines
- Deterministic color mapping by streamline velocity
On-chain Implementation
- 64×64 noise grid computed from seed
- 200 particles, 500 steps each
- RK4 integration for smooth curves
- Output: SVG
<path>streamlines with varying opacity
0x0000_0002 — Crystal Lattice
Mathematical Basis: Crystallographic Groups
Generates 2D wallpaper patterns from the 17 wallpaper groups (plane symmetry groups). The renderer selects a symmetry group and motif from the seed:
- p1: Translation only
- p2: 180° rotation
- pm: Reflection
- p4m: 90° rotation + reflection (square lattice)
- p6m: 60° rotation + reflection (hexagonal lattice)
Visual Characteristics
- Repeating geometric tessellations
- Kaleidoscopic symmetry
- Islamic art / Escher-like patterns
- Metallic or crystalline color schemes
On-chain Implementation
- Fundamental domain computed from group generators
- Motif: 3-7 line segments with deterministic endpoints
- Tiling: 4×4 fundamental domain repeats
- Output: SVG
<path>elements with symmetry-transformed motifs
0x0000_0003 — Strange Attractor
Mathematical Basis: Chaotic Dynamical Systems
Strange attractors are sets of points in phase space that trajectories converge to, despite never repeating. SolSoul implements three attractor families:
Lorenz Attractor:
dx/dt = σ(y − x)
dy/dt = x(ρ − z) − y
dz/dt = xy − βz
Rössler Attractor:
dx/dt = −y − z
dy/dt = x + ay
dz/dt = b + z(x − c)
Aizawa Attractor:
dx/dt = (z − b)x − dy
dy/dt = (z − b)y + dx
dz/dt = c + az − z³/3 − (x² + y²)(1 + ez) + fz·x³
Parameters (σ, ρ, β, a, b, c, d, e, f) are seeded from the transaction hash.
Visual Characteristics
- Butterfly-wing or spiral-shell forms
- Never-repeating yet bounded trajectories
- Dense, cloud-like point distributions
- Dramatic depth from 3D projection
On-chain Implementation
- 50,000 integration steps per attractor
- 4th-order Runge-Kutta (RK4) for accuracy
- 3D→2D projection with deterministic camera angle
- Output: SVG
<circle>point cloud (~5,000 visible points)
0x0000_0004 — Harmonic Wave
Mathematical Basis: Fourier Synthesis
Superposition of sinusoidal waves with harmonically related frequencies:
f(x, t) = Σ Aₙ · sin(2π·n·f₀·x + φₙ)
Where:
f₀: Fundamental frequency (seeded)Aₙ: Amplitude of nth harmonic (seeded, decaying as 1/n)φₙ: Phase offset (seeded)n: Harmonic number (1-8)
For 2D Souls, two perpendicular wave systems interfere:
z(x, y) = f(x) + g(y) + h(x + y) · interference_term
Visual Characteristics
- Smooth, undulating wave patterns
- Moiré interference effects
- Rhythmic, musical visual quality
- Gradient fills between wave crests and troughs
On-chain Implementation
- 8 harmonics with deterministic amplitudes/phases
- 512 sample points along each axis
- Contour line extraction for SVG paths
- Output: SVG
<path>contour lines with gradient fills
0x0000_0005 — Pixel Fractal
Mathematical Basis: IFS + Pixelation
Combines IFS fractal mathematics with intentional pixelation. The fractal is rendered at 32×32 resolution, then each "pixel" becomes an SVG <rect>:
for each pixel (i, j):
density = ifs_density_at(i, j)
color = palette[density % 16]
emit <rect x="i*16" y="j*16" width="16" height="16" fill="color"/>
Visual Characteristics
- Retro 8-bit aesthetic
- Blocky, pixelated fractal forms
- Limited color palette (16 colors)
- Nostalgic digital art feel
On-chain Implementation
- 32×32 density grid from 5,000 IFS iterations
- 16-color deterministic palette
- Each pixel rendered as 16×16 SVG rect
- Output: 1,024
<rect>elements (~3KB SVG)
0x0000_0006 — Pixel Art
Mathematical Basis: Value Noise + Cellular Automata
Two-stage generation:
- Base noise: 8×8 value noise grid with bilinear interpolation
- Cellular refinement: 1-2 steps of deterministic cellular automata rules
// Value noise
v(x, y) = interpolate(seed_hash[x/4][y/4], seed_hash[x/4+1][y/4], ...)
// Cellular automata (conway-like)
new_cell = rule(old_cell, neighbor_sum)
Visual Characteristics
- 8-bit game aesthetic
- Cloud formations, building silhouettes, abstract landscapes
- Deterministic "scenes" from noise patterns
- 16-color 8-bit palette
On-chain Implementation
- 8×8 base grid → 32×32 interpolated grid
- Conway-like rules with deterministic birth/survival thresholds
- Cloud/building overlay detection from noise gradients
- Output: 1,024
<rect>elements with color mapping
Comparative Summary
| Renderer | Math Family | Complexity | SVG Size | CU Usage | Visual Style |
|---|---|---|---|---|---|
| Fractal Structure | IFS | Medium | ~2.5KB | ~35K | Organic, branching |
| Vector Field | Flow / Noise | High | ~2.0KB | ~45K | Flowing, fluid |
| Crystal Lattice | Group Theory | Medium | ~2.2KB | ~40K | Geometric, tiled |
| Strange Attractor | Chaos Theory | Very High | ~2.8KB | ~60K | Dramatic, deep |
| Harmonic Wave | Fourier Analysis | Medium | ~1.8KB | ~20K | Smooth, rhythmic |
| Pixel Fractal | IFS + Discretization | Medium | ~3.2KB | ~50K | Retro, blocky |
| Pixel Art | Noise + CA | Low | ~2.0KB | ~30K | 8-bit, nostalgic |
Future Renderers (Research)
These mathematical art forms are candidates for future built-in or community renderers:
| Math Domain | Description |
|---|---|
| Reaction-Diffusion | Gray-Scott / FitzHugh-Nagumo pattern formation |
| Cellular Automata | 2D CA (Lenia, SmoothLife) continuous states |
| L-Systems | Plant growth grammars (turtle graphics) |
| Perlin Landscapes | 3D terrain with contour mapping |
| Mandelbrot/Julia | Escape-time fractals with smooth coloring |
| Phyllotaxis | Golden angle spiral patterns (sunflower, pinecone) |
| Voronoi Diagrams | Seed-weighted Voronoi with Lloyd relaxation |
Document version: 2026-05-04