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91
Fractal movie gallery / New Computer, more rendering power
« Last post by quadralienne on September 17, 2019, 09:14:28 AM »
I got a new computer* so I'm re-rendering some old stuff at 8k 60fps ... rendered with MathMap.

https://youtu.be/6mfas6wGDac

* https://www.conrad.nl/p/lenovo-thinkstation-p500-30a6-workstation-refurbished-zeer-goede-staat-intel-xeon-65536-mb-256-gb-ssd-windows-10-p-2103162
(ok, not new, refurbished ... and not running Windows anymore!)
92
I wrote some Haskell code to do the symbolic algebra.  This is assuming the coefficients are zero when j = 0 (which seems true in my simple tests.

https://mathr.co.uk/mandelbrot/BivariateSeriesComposition.html
https://mathr.co.uk/mandelbrot/BivariateSeriesComposition.hs


The flop-count gets very big very quickly (even truncating to O(d^4)), so I don't know if this will provide much of a speedup at casual zoom depths, especially if high precision turns out to be needed.
93
Programming / Re: 3D buddhabrot cloudpoint (fortran code)
« Last post by ker2x on September 17, 2019, 07:54:49 AM »
now in color and some degree of parallelism.



the xyz output was only tested with ccviewer. because of the color, it may or may not works with other cloudpoint viewer, dunno.
i started to work on a binary file output (smaller) but for now it's only its own internal format.
i'll have to choose a "standard" binary output later, dunno which one. the e57 format seems the most standard but a bit of a pain to handle in fortran.

i have some bug to fix too, and improve parallelism.
94
Fragmentarium / Re: importing arbitarary channels from EXR files
« Last post by claude on September 17, 2019, 07:40:29 AM »
should be generic and not KF centric.
absolutely!

note that EXR channel names are strings, not just single letters
95
Fragmentarium / Re: importing arbitarary channels from EXR files
« Last post by 3DickUlus on September 17, 2019, 05:32:52 AM »
I think it might work well as...
Code: [Select]
sampler2D kfNF; texture[example.exr, NF] // FLOAT or HALF or normalized UINT data should be supported for sampler2D channels
usample2D kfN; texture[example.exr, N] // unnormalized UINT should be supported for usampler2D channels
sampler2D kfDE; texture[example.exr, DEXY  ] // up to four channels could be packed into one texture, but they all need to be the same data type
sampler2D kfRGB; texture[example.exr, RGB ] // could also load KF's colouring for comparison/sanity-checking

simply
Code: [Select]
sampler2D varName; texture[ filename.exr, channelName... ] where channelName is optional or multiple

are you suggesting specific channels? ie:KF channels that are named NF N DEX DEY R G B ? should be generic and not KF centric.

we'll have to do some hacking and see what comes up, I will have this on my mind all week but won't be able to put in any real keyboard time until the weekend.
96
Fragmentarium / Re: importing arbitarary channels from EXR files
« Last post by 3DickUlus on September 17, 2019, 05:02:18 AM »
 Texture 1D can too, 4 channels? yeah start on 2D, how to solve the sub-type? or range of sub-types as GL needs all the same.

int or double as the 4th channel with the rest float? I don't think GL will like that  :-\

edit: can just load the data to how ever many channels needed, up to max 4, and not refer to the color data, leave that for regular (current) sampler type

ok sounds really promising, not just for KF data but a lot of other stuff too :)

edit2: uhm yeah. it's finally soaked in to my tired brain , named channels, brilliant!
97
Fragmentarium / Re: importing arbitarary channels from EXR files
« Last post by claude on September 17, 2019, 04:52:19 AM »
EXR images are all 2D afaik? just with more/fewer channels, each has its own type.  OpenGL GL_TEXTURE_2D can have 1,2,3, or 4 channels, all must be the same type.
98
Fragmentarium / Re: importing arbitarary channels from EXR files
« Last post by 3DickUlus on September 17, 2019, 04:50:17 AM »
I confess, I'm not familiar with the KF data in EXRs, start on 2D maybe?
edit: I suppose 1D would be more useful for position tracking data rather than pixelxy data.
99
Fractal Mathematics And New Theories / Plane filling Julia sets
« Last post by gerrit on September 17, 2019, 04:29:49 AM »
In "Julia Sets of Rational Maps" by Linda Keen, Proc. of Symposia in Appl. Math. Vol 49, 1984 I find a theorem that states that the Julia set of a rational (holomorphic) function is the entire complex plane when all the critical points are strictly preperiodic, i.e., Misiurewicz points.

She then reminds the reader of Guckenheimer's example: \( ((z-2)/z)^2 \) which has critical points \( 2,\ \infty \) and it's easy to check they are both preperiodic (ending up at ..,1,1,1,1,..).

Apparently this Guckenheimer fellow and his example is so famous no reference was deemed necessary but I hadn't seen it before, nor can I find out how he found it from his website (I assume it's the guy at Cornell).

Can anyone come up with another example where all critical orbits are preperiodic?

Image is the Guckenheimer Julia set.
100
Fragmentarium / Re: importing arbitarary channels from EXR files
« Last post by 3DickUlus on September 17, 2019, 04:24:16 AM »
That's an interesting idea  :thumbs:

So, right now we can import only the colour channels R,G,B,A , as the predefined structure, in reality it could be any data in the file, position tracking xyz or what have you.

What you suggest is "named" channel import? and it's up to the coder to address it in a sensible way, as iteration data or position etc...

from https://www.khronos.org/opengl/wiki/Sampler_(GLSL)

GLSL samplerOpenGL texture enumTexture type
sampler1DGL_TEXTURE_1D1D texture
sampler2DGL_TEXTURE_2D2D texture
sampler3DGL_TEXTURE_3D3D texture
samplerCubeGL_TEXTURE_CUBE_MAPCubemap Texture
sampler2DRectGL_TEXTURE_RECTANGLERectangle Texture
sampler1DArrayGL_TEXTURE_1D_ARRAY1D Array Texture
sampler2DArrayGL_TEXTURE_2D_ARRAY2D Array Texture
samplerCubeArrayGL_TEXTURE_CUBE_MAP_ARRAYCubemap Array Texture (requires GL 4.0 or ARB_texture_cube_map_array)
samplerBufferGL_TEXTURE_BUFFERBuffer Texture
sampler2DMSGL_TEXTURE_2D_MULTISAMPLEMultisample Texture
sampler2DMSArrayGL_TEXTURE_2D_MULTISAMPLE_ARRAYMultisample Array Texture

...these are our options for textures, maybe just adding some optional input for 1D as in filename + channelname, or to make it complete add all of these texture types and an option for channel name(s) for all?

Right now FragM only supports sampler 2D|Cube

So I would proceed as: add sampler1D to FragM, figure out loading 1 named channel from any file (image or data), then add channeling to the other existing (relevant) samplers and then make it work for all sampler types :)

Internally the code is already there it just needs to be re-arranged and enhanced a bit ;)

edit: of course we would have to add all of the relevant GL_TEXTURE options too  :-\
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