Dr. F Kenton “Doc Mojo” Musgrave is
the creator of MojoWorld - a piece of
software which can be used to construct and render fractal
worlds of enormous complexity and beauty. I interviewed
him in 2001 for the Rants
and Raves column which, at that time, I wrote for PC
Plus magazine but which now forms a part of Bitwise.
Unfortunately, due to the limited page space I had available
at the time, only a tiny fragment of this long and interesting
interview ever saw the light of day. I am pleased, therefore,
to be able to print the interview here, for the first
time, in its entirety…
This
is Doc Mojo Musgrave’s self portrait. You
might be able to pick out his mentor, Benoit Mandelbrot,
hovering in the background. |
MojoWorld 3 is available from
the Pandromeda web site http://www.pandromeda.com/ web
site ($199 standard edition; $479 Professional Edition).
Bear in mind that some of the limitations of the
software which are mentioned in this interview (version
1) no longer apply to the current version. We shall
be reviewing MojoWorld 3 shortly. |
Huw: What made you want to develop
MojoWorld in the first place? I mean, it's a lot of
fun to use but is there a 'serious' reason why someone
would want to create whole fractal worlds?
Doc Mojo: “Because
they’re there.” MojoWorld
is driven by a personal vision. Since 1987 I’ve
known these worlds existed in the maths. Realizing
this, of course, I’ve felt compelled to give everyone
who’s interested—and who wouldn’t be—a
portal into this parallel universe. When you find
a whole new universe, of course you want to share that
discovery! “Serious?” Only if
you’re serious about curiosity, play, exploration,
discovery and experiencing wonder. My life is dedicated
to these things. So yes, I suppose I have a “serious” reason,
but that reason is best described as “play.”
I’ve been exploring little bits of this alternate
universe since I realized the possibility—no, the
existence—of what we now call the Mojoverse. But
for 14 years my research code only revealed little bits
of it, and at a cost of great effort to me, the sole
user. MojoWorld finally opens the Mojoverse to
all of us. That’s tremendously exciting for
me, as it’s the beginning of the realization of
my life’s dream. I figure that if you’re
extremely lucky, you may find a gift in life to share
with the world. For me, it is MojoWorld.
“Ultimately, what
we’re shooting for is the Star Trek holodeck
experience.” |
Now, you may wonder why I say this parallel universe “exists,” and
why this is only the beginning. Well, presumably
1 + 1 = 2 has always been true, everywhere and for all
time. As such it has an existence independent of
humanity and our discovery of it. Other intelligent
life in this universe is no doubt aware of it and uses
this universal truth for their own purposes. MojoWorlds
are exactly the same, only the computation is more complex
than simple addition. Each image of a MojoWorld
is the result of a deterministic computation that results
in that image, just as reliably as adding 1 and 1 yields
2. There you have it. Pretty heady stuff,
eh? “The truth is out there.” ;-)
I say it’s only the beginning, because this newly
revealed universe is infinitely larger than the universe
we inhabit. The universe we inhabit has four perceptible
dimensions: The three spatial dimensions, plus time. The
Mojoverse is infinite-dimensional. It’s unimaginably
huge. So we’ll never explore more than a
tiny, tiny fraction of it. And, of course, certain
parts of it are much more interesting than others. We’ll
have to find those parts, and the search will never end. Also,
MojoWorld 1.0 is a pretty crude tool, compared to what’s
to come. As a software application, we’ve
designed MojoWorld very carefully, to be able to grow
gracefully as the years go by. So you’ll
see MojoWorld mature into a much richer and more engaging
experience as the future unfolds and the releases go
by.
Faster computers will always reveal more of the Mojoverse,
more gracefully. And no computer will ever be fast
enough, either. That’s why Intel’s
Executive Vice President, Paul Otellini, is showing off
MojoWorld as a technology of the future. MojoWorld
will always demand the next generation of CPUs, so Intel
loves us!
With MojoWorld you can create highly detailed landscapes
which blend the real with the surreal
Ultimately, what we’re shooting for is the Star
Trek holodeck experience. That, of course, is an
ever-receding goal. But MojoWorld will be a hell
of a lot more compelling when we have high-resolution
immersive displays, and realism like the photorealistic
renderer currently yields, only in real-time. At
that point we’ll have the first true incarnation
of virtual reality. VR, to date, is anything but “reality,” in
my professional opinion. But it’s only a
matter of engineering, both software and hardware, to
get there from here. It will happen, and not too
long from now.
Huw: What does MojoWorld give you in a practical sense
that a more 'traditional' landscape generator does not?
Doc Mojo: First and foremost, it gives you the opportunity
to explore. Second, MojoWorld provides a level
of realism that surpasses other landscape generators,
simply because of MojoWorld’s prefect detail in
all renderings. In other packages, you “fall
off the edge of the world” if you stray too far,
and, when you get too close, the terrain and textures
become flat and boring. This ability to roam and
have perfect detail everywhere is what puts the “there” there
in MojoWorld.
Other packages are more mature, having been around longer,
and each has its specialty, things it does best. MojoWorld
isn’t a replacement for the others, but rather
an entirely new technology. Most “traditional” landscape
packages are geared more for rendering real-world terrain
data sets than for actually generating new terrains. MojoWorld
excels at just that—it’s by far the most
powerful landscape generator on the market. I personally
put a lot of fancy terrains into Bryce 4 when I was part
of the Bryce team at MetaCreations, but they’re
a tiny—and infinitely less detailed—subset
of what MojoWorld can do.
Here is just one view of
one small part of one rather large MojoWorld.
Unlike most other landscape programs, MojoWorlds don't stop at the horizon!
Click HERE to view a larger picture
(in a popup window).
Huw:
Can you foresee real-world applications for this kind
of technology (e.g. for scientific / mathematical / meteorological
research)?
Doc Mojo: Yes, there are real-world applications for
MojoWorld, but not of the types you mention. MojoWorlds
are entirely synthetic, and to add “real world” data
is to pollute them in a very real sense—it’s
a violation of the procedural paradigm MojoWorld is based
on. (Pretty fun inversion there, eh?) MojoWorld
builds something from almost nothing: The files encoding
virgin MojoWorlds are tiny, on the order of tens to hundreds
of kilobytes, yet they specify an entire Earth-sized
planet with practically infinite detail. The algorithms
MojoWorld uses to conjure forth entire planets from this
tiny seed of data only occasionally make reference to
scientific laws—only when convenient. For
the most part, they are artistic algorithms designed
to generate pleasing forms and colors that often resemble
reality as we know it. But there’s generally
no claim of scientific accuracy in any MojoWorld model. MojoWorld
reflects our lead programmer Craig McNaughton’s
and my background in high-end Hollywood special effects:
If it looks good, it is good. We’re not doing
science here, we’re doing art.
MojoWorld could try to embody accurate scientific simulations
of Nature. It doesn’t: Such simulations are
way too slow and hard to control. MojoWorld could
try to process data for scientific purposes. It
doesn’t: Scientific data sets are notoriously huge,
and part of the beauty and elegance of MojoWorld is in
the microscopic marching orders that it translates into
boundless information and beauty. The proceduralism
that MojoWorld is based on and is the very apotheosis
of, is a very specialized paradigm, or working model. You
kind of have to have a PhD to fully appreciate that,
but never mind that bull—MojoWorld is designed
to be an easy-to-use software toy that’s fun to
play with, while simultaneously being a software tool
of unprecedented power for digital artists and Hollywood
effects wizards. Who cares how it works under the
hood?
If you call Hollywood special effects the “real
world”—certainly a stretch!—then there’s
one real-world application for MojoWorld. Certainly
digital artists of all stripes will add MojoWorld to
their set of software tools for doing everything from
graphic design to fine art. Education is another
important application of MojoWorld: It can be used to
teach the fundamentals of fractals, and a whole lot of
the complex and difficult discipline of 3D computer graphics.
We specifically designed MojoWorld so that you could
start with the MojoWorld Transporter (note:
in MojoWorld 3 the 'Transporter' is now called the 'Viewer') as a
child and, with perseverance over the years, actually
train yourself to be a fully-qualified Hollywood digital
effects artist, all with this one program. It’s
that deep and powerful.
“In a very real sense,
MojoWorld is destined to be the Windows of the future.” |
The biggest application for MojoWorld will be as cyberspace,
the ultimate human/computer interface. In “Neuromancer,” William
Gibson defined cyberspace as a “consensual hallucination,” the
place where you go to access all the data on all the
world’s computers. MojoWorld will be that
consensual hallucination, like Neal Stephenson’s
metaverse in “Snow Crash,” only not a boring
black sphere, but rather an infinite variety of realistic
planets, each hosting some different data display, avatar
community, Myst-like puzzle, or whatever people put there. Most
will be peaceful. Some will be infested with hostile
aliens that you must exterminate lest they exterminate
you (i.e., they’ll host shoot-em-up computer games).
Cyberspace is a real-world application. The Mac/Windows
style “desktop” is the current human/computer
interface of choice. But it’s 2D and boring. Cyberspace
will be 3D and thoroughly engaging. So, in a very
real sense, MojoWorld is destined to be the Windows of
the future. And no, I’m not out to become
Bill Gates Mk II, nor am I the Antigates, I wish only
to share my vision and make a living at it!
I’ve written a paper on why MojoWorld is the right
design for cyberspace. You can get it at http://www.wizardnet.com/musgrave//cyberspace.html,
if you’re interested.
Exporing MojoWorlds...
You can explore MojoWorld planets from close at
hand....
...or you can zoom out into outer space and look
down upon them from a great height. |
Huw: I don't mean to be too frivolous, but MojoWorld
keeps reminding me of the character in The Hitchhiker's
Guide To The Galaxy (Slartibartfast, I think?) who designed
planets and prided himself on the quality of his fjords.
Is this the kind of kick you get out of developing MojoWorld?
The simple pleasure of creating beautiful things?
Doc Mojo: You got it! We considered calling MojoWorld “Slartibartfast,” but
Slartibartfast is just not a pretty name. In fact,
Douglas Adams intentionally made Slartibartfast the most
obscene-sounding name he could come up with, without
actually being obscene. So, not a great product
name there. ;-) Although, in January of
1996, Scientific American did, in fact, run a little
blurb on the work leading to MojoWorld under the title “Playing
Slartibartfast with Fractals.” :-) I
met Douglas on an elevator a few years back at SIGGRAPH
and gave him my MojoWorld “elevator pitch”—literally! He
was excited about the idea. It’s a pity he
passed away just before its release.
Anyway, call it the joy of creation or the pleasure
of discovery—these worlds already exist, after
all—it’s sufficient reward in itself to behold
and explore these strange new worlds. You feel
like Captain Kirk, “boldly going where no man has
gone before.”
A really interesting question when working in MojoWorld
is whether you, as the artist driving MojoWorld, are
creating or discovering these worlds. It’s
one of those unanswerable questions—both are true,
and neither is true. Sure, in an abstract sense,
they already exist and the artist merely finds and images
them. But, on the other hand, no one’s going
to find the best ones by accident; rather, it takes a
highly intelligent, carefully guided search that certainly
qualifies as “creative,” to find a good one
and bring home a striking image or animation of it.
This is yet another fascinating aspect of MojoWorld—to
my warped mind at least. Hell, I wrote a 30-odd
page paper on this topic, too, titled “Formal Logic
and Self Expression.” If you’re up
for a thorough flogging of the topic, you can get it
at http://www.wizardnet.com/musgrave///FLnSE_text.html
Huw: But isn’t it the mathematics that is really
of the essence?
Doc Mojo: Definitely
not. Real mathematicians rightly consider the maths I
do to be what they call “trivial.” (Yes,
that’s the mathematical term they use.) The
mathematics are my means of creation, that’s all.
All artists have tools: Painters have paints and paintbrushes,
sculptors have chisels, musicians have their instruments,
poets have their words and dancers have their bodies.
They know how to use these tools to create their art.
I use mathematics similarly: Equations give me shapes
and ways to combine them; I’ve learned to be facile
at creating interesting and beautiful things this way.
But my reasoning and intuition are entirely visual; it’s
just that I construct things mathematically. Simple
equations are the tools I use to sculpt and paint my
artworks.
Now that’s certainly an unusual way to think and
work, and we certainly don’t want you to have to
become so pointy-headed to enjoy using MojoWorld, so
there’s a user interface that hides the mathematical
machinations from you, the ordinary user. You can
be guided by your visual intuition, and ignore the hideous
machinery that cranks out the result you’re after.
Heck, this is true for anything you do on your computer,
other than the rare microcode hacker. There are always
software tools, starting with the operating system, that
hide the complexities of the computer and provide high-level
controls that provide easy results, efficiently. Photoshop
is all math, too, under the hood, but virtually none
of its users are aware of that, and none needs to be!
However, if you happen to be mathematically inclined
or a programmer, well, then you can go into MojoWorld’s
Pro UI and have yourself a ball. You can even write
plug-ins to extend MojoWorld’s capabilities, if
you like. We’ve knocked ourselves out to
make MojoWorld all things to all people.
“I failed Algebra in
high school the first time around. When I finally
found a use for mathematics, many years later in
life, I had to relearn all the maths I had ever
had forced down my throat in school.” |
Huw: Speaking personally, I must say that the greatest
joy I get from programming is the feeling of having crafted
something. The thing that got me interested in programming
in the first place was the old text adventure, Zork.
Maybe if I'd seen fractal worlds instead of text descriptions
of the world of Zork, I might have spent more time studying
maths? Unfortunately, my school maths teachers managed
to convince me that maths was dull, dull, dull... it's
something I've regretted in later life.
Doc Mojo: “Tell me about it.” I failed
Algebra in high school the first time around. When
I finally found a use for mathematics, many years later
in life, I had to relearn all the maths I had ever had
forced down my throat in school. (I didn’t
start making images from maths until I was 33 years old
and had thoroughly forgotten all maths I’d ever
learned.) Rather painful, that, having to do it
twice. ;-) So, one of my fondest hopes for
MojoWorld is that it will demonstrate to some young people,
in a very real and tangible way, a way that even lights
up the imagination, what maths can be good for, before
they write it off. Had I known you could create
MojoWorlds from maths, I might have paid attention the
first time around myself!
We of Pandromeda are always looking for opportunities
to use MojoWorld for that purpose. We’d like
to see it used in primary schools, as a gentle introduction
to certain aspects of maths and science. It certainly
is more appealing than the standard treatment of maths,
which is extremely dry, for reasons of the cultural history
of mathematics. (Yes, there’s a story behind
that, too, but I prefer to let Mandelbrot tell such stories;
he has the weight to do it.)
Huw: I know you've been involved in fractal landscapes
for quite some time. How do you think MojoWorld compares
with the 'competition' (Bryce, Vue etc.) and what do
you think will be the state of the art in, say, 5 or
10 years from now?
Doc Mojo: As I said
earlier, all the other packages are more mature, as they’ve
all been around for years already. They are generally
more full-featured; for instance, most have vegetation,
which MojoWorld does not yet have (note:
there is now vegetation in MojoWorld 3). MojoWorld’s atmospherics
are relatively simple in version 1.0. (Look for that
to change in future versions—we want to catch up
with Terragen in that area!) But for terrain modeling
and rendering, well, nothing can hold a candle to MojoWorld.
None of them delivers entire planets or has the real-time
interface for exploration. (They don’t need
it; there’s nothing to explore.)
In superficial ways, all these landscape packages inevitably
look similar. Here’s what’s fundamentally
new and different about MojoWorld: It’s the first
3D package, at any price, that delivers more than strictly
local “stage sets.” Stage sets are
always designed to be viewed from specific angles and
distances; they’re always finite in size and generally,
they look like crap if you inspect them too closely. In
all other 3D software, your models are finite. (So
are MojoWorlds, but they’re huge—the size
of planet Earth.) If you move very far, you reach
the end of the model or environment; you “exit
stage left,” so to speak. If you get too
close, you run out of detail and the view becomes boring. Not
so MojoWorlds! (Of course, MojoWorlds have a less-than-infinite
amount of detail, but for practical purposes, it’s
far more than you’ll ever need.) So MojoWorld
delivers the first truly global models, global environments
for whatever you want to put there; entire worlds, rather
than strictly local stage sets.
MojoWorlds, as we find them, are pristine, barren and
empty worlds. But what is an empty world, but a
place to put stuff? MojoWorld is also the one commercial
landscape package with an open architecture—the
next best thing to open source. (We’d go
open source, but we need to make money to support our
Mojo habit!) This open architecture will let third
party developers add vegetation, cities, avatars, cars,
etc.—stuff, in a word. We’ve deliberately
designed MojoWorld to become much bigger than what Pandromeda
can make it. It’s a sandbox for all to play
in! The old hippie at play, you know? That’d
be me. ;-)
Our plan for future releases of MojoWorld is first to
create a solar system with multiple planets, then clusters
of such solar systems, then a galaxy, then clusters of
galaxies, then an entire universe. Simultaneously,
MojoWorld will get faster. We will close the performance
gap between the real-time renderer and the photorealistic
renderer. (Of course, that’s an ever-receding
horizon, too, as the photorealistic renderer gets more
and more ambitious, with radiosity and the like.) When
we’ve added lots of content to the context of the
MojoWorld environments, and can image it in real time
with something like the realism of the current photorealistic
renderer, we’ll have cyberspace. That should
happen within the next ten years. Though my friends
at Nvidia tell me, “What are you, nuts? More
like two!” To that I say, “Good on
ya’, mate!” ;-) (Please excuse
the colloquialism, I’m here in our programming
office in Duendin, New Zealand, as I write.)
Huw:
What was it that kicked off your interest in fractal
landscapes anyhow? I mean, I can understand someone being
interested after having seen some examples of virtual
landscapes. But I guess you must have taken up an interest
before there were any such landscapes available to see...?
Did you already have a mental picture of what you wanted
to create?
Doc Mojo: It’s been an interplay of what I saw
as being possible, with exploration and discovery of
what the fractal maths could conjure up. I’ve
always been in terra incognita, intellectually, so I
certainly couldn’t tell you with a straight face
that I always knew where I was going; that’s for
sure. But I had some ideas and insights, and combined
them with the kind of single-minded focus we computer
geeks are famous for and the persistence of an I-don’t-know-what. So,
as the years have gone by, I’ve been able to reveal
more and more of the beauty that’s inherent in
this parallel universe we’re constructing/revealing
with MojoWorld. It’s kind of like I glimpsed
the Promised Land in my mind’s eye, and I saw how
to get there. And it’s taken years to fulfill
on that vision, years filled with a lot of engineering
work, to get from here to there. In fact, technically,
it couldn’t have happened any sooner than the new
millennium, at least not on your home computer. Heck,
MojoWorld is still beyond the capacity of the vast majority
of home computers. On the other hand, they just
don’t sell computers that aren’t up to it,
any more.
Once upon a time, long before I got into computers,
I was an art student. Artistically, my lexicon
has always been landscapes and abstracts. There’s
something in a beautiful landscape that attracts me in
exactly the same back-brained way as a beautiful woman
does—it just feels right, and calls to me. I
love landscape painting and photography, and vistas in
the great outdoors.
I ditched my art major early on because it was too much
like work. The sciences seemed easier; at least
there you know when you’ve got it right. Then
I took a break for five years to be a Santa Cruz hippie. Having
exhausted that particular line of inquiry, I went back
to college. I went into computer science halfheartedly,
simply because that’s where the jobs were, and
because I’d taken an aptitude test way back in
high school that said I should be a computer programmer,
a forest ranger, or an interior decorator, in that order. Little
did I know that I’d become a bit of each!
“I’m not interested
in the maths themselves, but rather the visual beauty
that issues from them, in its purest form.” |
After a few years I got into computer graphics, fell
in love with it and never looked back. Then came
my lucky break: I was hired by Benoit Mandelbrot, the
father/inventor/discoverer of fractal geometry—which
is the key to MojoWorld—to be his programmer in
the Yale math department, helping to implement some algorithms
he was working on to include rivers in fractal terrains. This
was my first brush with fractal terrains. I’d
only been at Yale for a matter of weeks when Benoit left
for trip, having first given me permission to “render
unto Caesar, Caesar’s due” (he really said
that) while he was gone—that is, to render some
nice images of the terrains I’d been coding up. He
liked what I came up with—Nimbus and
Lethe—so
much that he pretty much kept me on as an artist-in-residence
for another six years, during the second three of which
I earned my PhD in computer science for the techniques
I was inventing. All the while I had a faculty
office in the Yale math department, for proximity to
Benoit so that I could be his handy joeboy, forever carrying
his boxes of books about and doing other such exotic
tasks. Since I was stationed in the math department
for six years, and right-hand man to the most famous
living mathematician, everyone assumes that I, too, am
a mathematician. Ask anyone in the Yale math department—they’re
clear I’m not!
Lethe is a rare case of an image I had in mind before
I made it. Almost all images I’ve made have
been discoveries from my explorations in the early visualizations
of the Mojoverse. I’m more of a virtual photographer
than a painter—I record what I find, more than
making it up from scratch. A little like Ansel
Adams, if I may be so presumptuous: He didn’t bulldoze
the landscape to get his compositions; rather, he had
a keen eye for beauty in Nature and the patience and
skill to catch it in its best light. So, to contradict
myself, yes, in a sense, it has always been about the
maths—or, more at, about an exploration of the
beauty inherent in them. Therefore, as a rule,
I’ve never done any post-processing of my images
in Photoshop or in any other way, other than to comp
in my signature in a corner. Here’s the deal:
I’m not interested in the maths themselves, but
rather the visual beauty that issues from them, in its
purest form. There Adams and I are polar opposites. He
said “the negative is the score and the print
is the performance.” I’ve always been
a purist: The code is the score and the execution is
the performance, but thou shalt not mess with the resulting
bitmap. You see, to digress into a bit of pointy-headedness
again, the unaltered bitmap that issues from execution
of the rendering code represents precisely a theorem
proved in a formal system. So my artworks are mathematical
theorems. That’s so whacked-out I love it! Too
weird. And too beautiful, in its strange abstraction,
to mess with or sully via post-processing.
But for MojoWorld users, hey, do whatever you like to
get the results you want! Interoperability is a
keyword here at Pandromeda: We know that MojoWorld is
just another tool in the software toolbox of the digital
artist. As such, it must interoperate smoothly
with those other tools. Even if it is a universe
unto itself. ;-)
Simultaneously, for the casual user of the MojoWorld
Transporter, we hope you find fascination in these worlds
exactly as you find them, without further modification
or enhancement outside of MojoWorld. That raw and
elegant beauty always been good enough for me. And
one wild thing is for sure: No matter how beautiful a
vista or detail you find in any MojoWorld, there’s
probably a better one somewhere else on the planet. Probably
a whole bunch more…
Now if that’s
not adventure calling, I don’t know what is!
MojoWorld isn't restricted to generating realistic-looking scenery.
Here is Doc Mojo’s ‘Splatworld’.
Dorset was never like this!
For more examples of landscapes and planets created
by MojoWorld, visit Pandromeda’s online
gallery.
November 2005 |