Riemann for Fragmentarium

  • 5 Replies
  • 205 Views

0 Members and 1 Guest are viewing this topic.

Offline Sabine62

  • *
  • Fractal Freak
  • **
  • Posts: 663
  • It's just a jump to the left...
    • sabine62.deviantart.com
« on: November 06, 2018, 09:03:30 PM »
Riemann for Fragmentarium



https://fractalforums.org/index.php?action=gallery;sa=view;id=1659

I think we didn't have that yet?
It's dark-beam's version of msltoes work


Linkback: https://fractalforums.org/fractal-image-gallery/18/riemann-for-fragmentarium/2259/
« Last Edit: November 06, 2018, 11:37:29 PM by Sabine62 »
To thine own self be true

Offline Sabine62

  • *
  • Fractal Freak
  • **
  • Posts: 663
  • It's just a jump to the left...
    • sabine62.deviantart.com
« Reply #1 on: November 06, 2018, 11:39:39 PM »
DE is still somewhat problematic, gone for linear now.


Code: [Select]
#info Riemann -  darkbeam's version of msltoe's: http://www.fractalforums.com/the-3d-mandelbulb/riemann-fractals/msg33500/#msg33500
#info link to msltoe's original: http://www.fractalforums.com/new-theories-and-research/another-way-to-make-my-riemann-sphere-'bulb'-using-a-conformal-transformation/


#include "MathUtils.frag"
//#include "DE-Raytracer.frag"
//#define USE_IQ_CLOUDS
#define KN_VOLUMETRIC
#define USE_EIFFIE_SHADOW
#define MULTI_SAMPLE_AO
#include "DE-Kn2cr11.frag"
#group Riemann


uniform float scale; slider[-30,0,30]
uniform float b; slider[-30,0,30]
uniform float c; slider[-30,1,30]
uniform int imax;  slider[0,9,100]
uniform int ColorIterations;  slider[0,3,100]
uniform float ssh; slider[-30,0,30]
uniform float tsh; slider[-30,0,30]
uniform float rp; slider[-30,1,30]
uniform vec3 sh; slider[(-20,-20,-20),(0,0,0),(20,20,20)]
uniform float DEOffset; slider[-2,0,2]


float DE(vec3 pos) {
vec3 z=pos;
float r;
float dr=1.0;
int i=0;
float norm=0.;
int iter=1;
float pi =22.0/7.0;
 while ((norm<8 )&&(iter<imax)) {


//(rotate xyz)
    r=scale/sqrt(dot(z,z));
    z.x=z.x/r;
z.y=z.y/r;
z.z=z.z/r;
r=abs(r);

    float s = z.z/(1.0-z.x);
    float t = z.y/(1.0-z.x);
float w=1.0+s*s+t*t;
   
    s=abs(sin(pi*s+ssh));
    t=abs(sin(pi*t+tsh));

  dr =  pow( r, w-1.0)*w*dr + 1.0;


    r=-0.25+pow(r,rp*w);
w=2/(1+s*s+t*t); // It pretends rp=-2 and not +2, why? I've found the answer, since I use 1/r instead of r cheesy
    // originally; w=1+s*s+t*t;z=r*2*s/w;y=r*2*t/w;
    // x=r*(-1+s*s+t*t)/w=r*(1-2/w); optimized & subst...



z.x=r*(1.0-w);
   z.y=r*t*w;
z.z=r*s*w;
   



    z+=sh;
    norm = dot(z,z);


if (iter<ColorIterations) orbitTrap = min(orbitTrap, abs(vec4(z.x,z.y,z.z,r*r)));
    iter++;
}

//return 0.5*log(r)/dr; //logarithmic DE
return (r-DEOffset)/abs(dr); //linear DE

 }








#preset Default
FOV = 0.2743972
Eye = 0.5199772,-0.3772395,-11.23907
Target = 0.1376391,-0.0478597,-2.391812
Up = -0.9939773,-0.0159249,-0.0423623
EquiRectangular = false
FocalPlane = 8.878717
Aperture = 0.085044
InFocusAWidth = 0.5223881
DofCorrect = true
ApertureNbrSides = 7
ApertureRot = 0
ApStarShaped = false
Gamma = 1
ToneMapping = 5
Exposure = 0.6522
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2.5
Bloom = false
BloomIntensity = 0
BloomPow = 2
BloomTaps = 4
BloomStrong = 1
DepthToAlpha = false
ShowDepth = false
DepthMagnitude = 1
Detail = -2.5
RefineSteps = 4
FudgeFactor = 0.0160047
MaxRaySteps = 5000
MaxDistance = 67.10605
Dither = 0
NormalBackStep = 1
DetailAO = -0.1765276
coneApertureAO = 0.1933373
maxIterAO = 46
FudgeAO = 0.9405941
AO_ambient = 0.935167
AO_camlight = 1.616921
AO_pointlight = 1.559222
AoCorrect = 0.3280794
Specular = 0.5907336
SpecularExp = 16.364
CamLight = 1,0.9058824,0.8078431,1.364176
AmbiantLight = 1,1,1,0.8057554
Reflection = 0.8862745,0.7764706,0.6666667
ReflectionsNumber = 1
SpotGlow = true
SpotLight = 1,0.9098039,0.7529412,10
LightPos = -2.850412,-0.0706714,-4.09894
LightSize = 0.0023447
LightFallOff = 0.1686508
LightGlowRad = 1.004159
LightGlowExp = 1.166865
HardShadow = 0.7700059
ShadowSoft = 1.793349
ShadowBlur = 0
perf = false
SSS = false
sss1 = 0.1
sss2 = 0.5
BaseColor = 1,1,1
OrbitStrength = 0.3891509
X = 1,1,1,1
Y = 0.345098,0.666667,0,1
Z = 1,0.666667,0,1
R = 0.2470588,0.3176471,0.1764706,1
BackgroundColor = 0.4627451,0.7686275,0.9960784
GradientBackground = 1.231231
CycleColors = true
Cycles = 0.1
EnableFloor = true NotLocked
FloorNormal = 1,0,0
FloorHeight = 2.445684
FloorColor = 1,0.4039216,0.003921569
HF_Fallof = 0.2118705
HF_Const = 0
HF_Intensity = 0
HF_Dir = 0,0,1
HF_Offset = -9.111374
HF_Color = 0.6196079,0.8156863,1,3
HF_Scatter = 0
HF_Anisotropy = 0.509804,0.254902,0
HF_FogIter = 1
HF_CastShadow = false
EnCloudsDir = false
CloudDir = 0,0,1
CloudScale = 1
CloudFlatness = 0
CloudTops = 1
CloudBase = -1
CloudDensity = 1
CloudRoughness = 1
CloudContrast = 1
CloudColor = 0.65,0.68,0.7
CloudColor2 = 0.07,0.17,0.24
SunLightColor = 0.7,0.5,0.3
Cloudvar1 = 0.99
Cloudvar2 = 1
CloudIter = 5
CloudBgMix = 1
WindDir = 0,0,1
WindSpeed = 1
scale = 3
b = 0
c = 1
imax = 33
ColorIterations = 9
ssh = 0
tsh = 0
rp = 1.997704
sh = 0,0,0
DEOffset = 0
#endpreset

Offline mclarekin

  • *
  • Fractal Frankfurter
  • *
  • Posts: 645
« Reply #2 on: November 07, 2018, 09:37:50 AM »
I looked at the image gallery first, and thought, "I wonder what DE Sabine  used".
 I had trouble with Riemann DE,  I could not get analytic to work, so used DeltaDE Linear.

Offline Sabine62

  • *
  • Fractal Freak
  • **
  • Posts: 663
  • It's just a jump to the left...
    • sabine62.deviantart.com
« Reply #3 on: November 07, 2018, 10:32:31 AM »
mclarekin, thank you for your comment! Actually, I wanted to try and use Delta-DE: but - and this is Really embarrassing  :embarrass: - I have no idea how to implement it :(
Still on it, though...  ;)

Linear DE is already a Lot better than logarithmic, but still problematic as plays merry hell with FudgeFactor, so need very high amount of raysteps.

Offline mclarekin

  • *
  • Fractal Frankfurter
  • *
  • Posts: 645
« Reply #4 on: November 07, 2018, 10:47:06 AM »
I have never deconstructed the DeltaDE code, but it is likely to be already in FragM maybe under a different name. From memory it came before the analytic methods. I think  Buddhi and David Makin may have had a lot to do with it.

Yep, a lot of little ray steps required.  I still need to re-look at the Reimann transformation , but the slow DE puts me off. :)

Offline Sabine62

  • *
  • Fractal Freak
  • **
  • Posts: 663
  • It's just a jump to the left...
    • sabine62.deviantart.com
« Reply #5 on: November 07, 2018, 11:26:19 AM »
...but it is likely to be already in FragM maybe under a different name.

I have intensively searched the FragM-examples (nothing there except for LaserBlaster's Shipbulb, which looks quite intimidating when trying to it pick apart  ;D and maybe I missed them because I have only a hazy idea of what to look for), read all threads on the old FF (yes, Buddhi, David Makin and others) and Syntopia's blog, but have a hard time understanding the info there as it seems quite understandably mostly directed at people with a high maths abstraction level (not me ;D), providing snippets of code with variables I have no idea how to obtain ;)

Oh well  :D
« Last Edit: November 07, 2018, 11:58:15 AM by Sabine62 »


xx
Attempting to port Riemann to Fragmentarium

Started by Sabine62 on Fragmentarium

38 Replies
1109 Views
Last post December 04, 2018, 08:56:26 PM
by Sabine62
xx
Riemann' s fragments

Started by timemit on Fractal Image Gallery

0 Replies
107 Views
Last post November 15, 2018, 08:25:02 PM
by timemit
xx
Riemann DE Comb. SphCageAmazing

Started by Kalter Rauch on Fractal Image Gallery

0 Replies
105 Views
Last post July 09, 2018, 01:39:17 AM
by Kalter Rauch
xx
Riemann DE Comb. SphCageAmazing

Started by Kalter Rauch on Fractal Image Gallery

1 Replies
132 Views
Last post July 11, 2018, 05:48:49 PM
by Kalter Rauch
xx
Schottky group (on Riemann sphere)

Started by birational on Fractal Image Gallery

0 Replies
158 Views
Last post December 04, 2018, 01:23:58 AM
by birational