Kalles Fraktaler 2.14

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Offline gerrit

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« Reply #165 on: May 22, 2020, 06:25:05 AM »
It sometimes results in more references being needed and overall longer rendering times.
Yes, if I render at lowish resolution default glitch handling is faster with fewer references.

Offline FractalAlex

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« Reply #166 on: May 22, 2020, 11:27:27 AM »
Bug report: image textures have ceased functioning since you forked Kalles Fraktaler...
This bug hasn't been fixed ever since the last 3 years!
« Last Edit: May 22, 2020, 01:46:45 PM by FractalAlex »
"I am lightning, the rain transformed."
- Raiden, Metal Gear Solid 4: Guns of the Patriots

Offline claude

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« Reply #167 on: May 22, 2020, 03:43:13 PM »
Iterations dialog has already been split in my working copy:
Formula dialog has fractal type, power, seed, factor A, derivatives toggle and jitter settings.
Bailout dialog has iterations limit, escape radius, smoothing method, and new p-norm controls.
Information dialog has min and max iterations in view, approximation skipping and terms, and calculations estimate.
The other things (glitch tolerance etc) are now in the Advanced menu.
Also the Location dialog has much bigger multiline widgets for the coordinates.

Offline FractalAlex

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« Reply #168 on: May 22, 2020, 03:46:25 PM »
I'm sorry if I wasn't clear.
Even if I checked the texture box, there's no texture on the fractal image.
The version I'm using the current one, 2.14.9.
In Karl Runmo's upstream release 2.11.1, it used to work.

Offline claude

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« Reply #169 on: May 22, 2020, 03:49:50 PM »
Bug report: image textures have ceased functioning since you forked Kalles Fraktaler...
This bug hasn't been fixed ever since the last 3 years!

since (as you say) they never worked in my fork, and my fork started with just a new build system, I suppose the code I started from was broken already? But I can look into it, do you have any examples from the original version that I could try to reproduce?

Offline FractalAlex

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« Reply #170 on: May 22, 2020, 03:59:03 PM »
I made one, one with the band of our galaxy, the Milky Way, as texture over Mandelbrot spiral galaxies in HD (1920x1080), rendered with the original 2.11.1 version. The .kfr file and compressed folder are attached below.
PS.: Do you like it? I liked this feature back then, and it was beautiful. The effects of the image distortion remind me of gravitational lensing and the light being warped by black holes (black holes are some of my favorite and most mysterious stuff in the Universe), and it's amazing.

Offline FractalAlex

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« Reply #171 on: May 22, 2020, 04:22:06 PM »
Another image, this time of a beautiful sunset deep inside the Elephant Valley of the cubic Mandelbrot set. Attachments below, as well as the compressed folder for the source files of the original 2.11.1 version.
« Last Edit: May 22, 2020, 04:36:12 PM by FractalAlex »

Offline FractalAlex

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« Reply #172 on: May 22, 2020, 06:43:16 PM »
And one more image, consisting of lilypads in the Quintic (5th power) Burning Ship. Like the previous two posts, attachments below. Note the miniship at the top right corner of the image.

Offline claude

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« Reply #173 on: May 22, 2020, 06:49:50 PM »
Can you also attach the texture source images?  Thanks!

Offline FractalAlex

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« Reply #174 on: May 22, 2020, 06:58:54 PM »
Here are two of the files, but I can't upload the lilypads, for some reason, but I hope these will be enough. It's a pleasure for me to help you improve Kalles Fraktaler!

EDIT: Successfully uploaded the lilypads image, I just had to rename the file...
« Last Edit: May 22, 2020, 07:35:46 PM by FractalAlex »

Offline gerrit

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« Reply #175 on: May 22, 2020, 11:13:08 PM »
It sometimes results in more references being needed and overall longer rendering times.
Tried a render with argmin |z| and it seemed to trigger a "worst-case" performance with still 70e6 glitched points after 250 references (starting with 400E6 pixels); normal method is already down to 3e6 glitched pixels after 50 references.
I think knighty's SMB switched to "random glitch"  for next reference orbit because of this problem, don't recall exactly, should be diguppable from those threads.

Offline claude

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« Reply #176 on: May 22, 2020, 11:40:01 PM »
Good news!  I managed to reinstate the texture feature, it wasn't very hard.  Now trying to optimize the (re)loading of the texture image so it is done only when necessary.  Currently has a bug where the texture disappears sometimes, need to "disable, apply, reenable, apply" in the colors dialog... working on a fix...

And one more image, consisting of lilypads in the Quintic (5th power) Burning Ship.
That one looks like it had a bug (source image is only in top-left 1/3 of the final image) - fixed that in my working copy.

Offline FractalAlex

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« Reply #177 on: May 22, 2020, 11:47:56 PM »
Thanks! That's very encouraging. This feature was broken for some time.

That one looks like it had a bug (source image is only in top-left 1/3 of the final image) - fixed that in my working copy.

Huh, I didn't notice it... Now, instead of being warped in some kind of lensing effect, it now has some glass effects. Most impressive. Also, something else is different - the miniship is completely black instead of having an image texture, compared to my third example image.
Also, this is the first time that I report a bug in Kalles Fraktaler.
« Last Edit: May 23, 2020, 01:25:05 AM by FractalAlex »

Offline claude

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« Reply #178 on: May 23, 2020, 05:20:02 AM »
more work in progress


colors dialog shows last loaded/saved palette in dialog window title
bug: it doesn't reset if you load a new KFR in the main window, so it can sometimes be out of sync with reality.  will try to fix this, but it might be quite awkward to do...


window titles display just the filename instead of the full path to the KFR/KFP files (which would cut off the filename if the path was too long to fit in the window)


added another channel: phase (argument angle of first Z to escape, measured in turns)
currently not hooked up to any colouring algorithms, there's just a menu item that displays the raw data for debugging
it's exported to EXR (or not, can be adjusted in the EXR channel selection dialog) so you can use it in your own external colouring code

unfortunately it doesn't line up properly with the NF channel (to give 2D cell coordinates) if the smooth method is "Log", works ok with "Linear".
changing the custom escape radius changes cell aspect, 600 makes the cells roughly square, (larger makes them longer, smaller makes them flatter)

I plan to add a mode for the texture part of the colouring to make it use the cell coordinates, which will give exterior texture that is stable relative to the fractal (rather than a lens/background effect).
and another mode that uses the directional distance estimate as texture coordinates, which is sort of in between in terms of stability (DE is scaled to pixel size)

the miniship is completely black instead of having an image texture, compared to my third example image.
fixed already, see attached

"random glitch"  for next reference orbit
I'll add that as an option too.  Thanks for the idea.  It should give a baseline for next reference selection algorithms - extra complexity is only worth it if it does better than random. EDIT: DONE
meanwhile I parallelized the argmin|z| option, which should improve speed for large images, but doesn't fix the bad behaviour that happens sometimes with 100s of refs with little progress,

Quintic (5th power) Burning Ship.
Loading the KFR resets the power to 2.  Displays correctly when changing it back to 5 in the GUI.  A bug.  Investigating... EDIT: FIXED
« Last Edit: May 23, 2020, 07:23:48 AM by claude »

Offline gerrit

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« Reply #179 on: May 23, 2020, 05:53:36 AM »

meanwhile I parallelized the argmin|z| option, which should improve speed for large images, but doesn't fix the bad behaviour that happens sometimes with 100s of refs with little progress

Maybe some miscommunication: the default reference selection needs to be parallellized (whatever the spelling is) as it is very very slow. Semi-workaround is using the argmin|z| option, which is very fast in selecting reference point, however often is a cure worse than the disease (much worse, practically goes into infinite loop often).

Saving more data is great, so we can hack kfr files for coloring. I have wondered if you can do something with the reference point map: which ref. orbit was used for which pixel, for some funky colorings. Just thinking aloud, probably useless...

Thanks for working on this upgrade!


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