(Other) Short Flythrough of a 3D Form of The Mandelbrot Set

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Offline AranLeer

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« on: January 27, 2020, 06:06:20 PM »
Hello Everyone.
This is a short flythrough of one part of a 3D version of the Mandelbrot Set.

Eventually, this video will be combined with a series of other panning shots of interesting parts of the 3D Mandelbrot to create a larger video showcasing the amazing complexity of the fractal world.

But I will be uploading each video individually at first, as they take a very long time render.

These videos are created using completely custom software that uses physically accurate ray-tracing to present the fractal as realistically as possible.

The downside to this, though, is that each frame of the animation takes up to 2 hours of render time on my home computer. So what you are seeing in this video is the result of around 1300 hours (or 55 days and nights) of continuous render time.



Linkback: https://fractalforums.org/fractal-movie-gallery/19/short-flythrough-of-a-3d-form-of-the-mandelbrot-set/3282/

Offline 3DickUlus

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« Reply #1 on: January 28, 2020, 03:04:50 AM »
Really nice rendering  :thumbs:

Does your code take advantage of GPUs ?

Offline AranLeer

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« Reply #2 on: January 28, 2020, 02:53:43 PM »
Hello.
Thank you for the comment :)

I essentially have two branches of this program - one that allows realtime exploration of the fractal, and one that renders the fractal realistically.

For the realtime version, I do use GPU acceleration to make it work faster.

However, for this one (the realistic render one), I did not find the GPU acceleration to be that helpful (yet).
The reason is that the rendering method requires a lot things that are difficult for GPUs, such as lots of random number generation, passing large amounts of data back and forth, and using double-precision numbers.

I did create a test version of the application that used the GPU, but even without everything fancy added, it went pretty slow, and just kept crashing the GPU trying to calculate everything.
I'm sure it could be worked through to get it working, but it wasn't worth the effort yet.

A project for another day is definitely getting it to work on both CPU and GPU so that it can use the whole computer for as fast processing as possible. :)

Offline 3DickUlus

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« Reply #3 on: January 29, 2020, 03:52:41 AM »
Fragmentarium allows double types and has double type trig functions available for GLSL on GPUs thanks to claude  :thumbs: it is a programmers IDE but has some nice animation features too, always a very experimental piece that is still evolving (like most). Your GPU code might be able to make use of some of the stuff in Math.frag (at the above thread). You can find a variety of FragM executables here Linux, Windows and OSX if you want to play around with it. Those are compiled from the master branch, the development branch(es) are ahead of that if you want a crumbling edge, largely untested version ( bug reports always appreciated) you can compile source from github.

Offline claude

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« Reply #4 on: January 29, 2020, 03:55:02 AM »
I didn't write the double trig stuff, just got it overloading nicely with the float builtins...

Offline C0ryMcG

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« Reply #5 on: February 15, 2020, 09:26:38 AM »
The rendering really does set it apart! I was reminded of the especially old logs at the beach. The rendered object feels very physical and solid, mentally speaking. It must be a relief when you get such good results after a wait like that...


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