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Ridiculously long Mandelbrot zoomer

category: general [glöplog]
http://www.youtube.com/watch?v=foxD6ZQlnlU

That's just awesome! :) Colors might have been better though.
added on the 2010-09-02 14:42:52 by masterm masterm
could have been done in 4k.
added on the 2010-09-02 14:49:11 by jeenio jeenio
... except the vocals...
added on the 2010-09-02 14:54:53 by jeenio jeenio
Quote:
could have been done in 4k.


Good luck with that. ;)
added on the 2010-09-02 15:36:44 by doomdoom doomdoom
I look your mandelbrot and raise you with a mandelbox.
added on the 2010-09-02 16:29:58 by harism harism
mandelbrot zoom in 4k = easy, you can run it at HD res at high framerate on a modern gpu. Deep zooming = hard, you hit precision limits surprisingly fast.
added on the 2010-09-02 16:34:42 by psonice psonice
psonice: And you discover that getting any details at deeper zoom levels requires a higher iteration count.
added on the 2010-09-02 16:51:29 by doomdoom doomdoom
not just iteration count, but precision. After 10 minutes of zoom at that tempo you need somewhere around 1000 bits of precision.
added on the 2010-09-02 17:04:26 by kusma kusma
I hit the precision limits before iteration counts were an issue. That was with 32bit precision in a regular shader though, I guess taking it further it may swing the other way.
added on the 2010-09-02 17:20:14 by psonice psonice
I'm wondering if there are other rendering methods than the escape time algorithm that might scale nicer with the zoom level.
added on the 2010-09-02 17:45:20 by doomdoom doomdoom
I vaguely remember reading up on some alternative methods that would have done a lot better than the classic formula when i messed about with it, but documentation seemed a bit scarce and my maths isn't so hot for figuring it out. Then again, I did manage to come up with something that produced endless swastikas :D
added on the 2010-09-02 17:47:54 by psonice psonice
This gets a fractal thumbs up

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what he said.
added on the 2010-09-02 18:12:55 by faraday faraday
best tunnel ever
added on the 2010-09-02 18:57:35 by tobé tobé
psonice : pic or didnt happen :)
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added on the 2010-09-02 21:09:35 by psonice psonice
outstanding.

with for fractals like these do you use arbitrary size integers or do you use some arbitrary float code?
added on the 2010-09-02 22:45:10 by neoneye neoneye
just implement a bignum library in your shader and you get all the precision you want.. it might be a tad slow though ;)
added on the 2010-09-02 22:58:42 by ekoli ekoli
Got a better idea: precalc the whole plane at desired depth, mipmap it and then rotozoom into it with a mere pentium 100.
Zoomlevel-independant workload!

[leaves keyboard and goes to some patent office]
Had not read the description on youtube.
Didnt understand it's heavily offline already.
Even better: use log-polar mapping, compute only the center each frame and reuse the rest.
added on the 2010-09-02 23:39:50 by rrrola rrrola
i'm quite sure there's goatse hiding somewhere if you just zoom enough
added on the 2010-09-02 23:51:40 by harism harism
Quote:
I look your mandelbrot and raise you with a mandelbox.

That was ridiculously awesome.
added on the 2010-09-03 09:06:11 by sol_hsa sol_hsa
Quote:
precalc the whole plane at desired depth


Indeed. It's only like 10^460 pixels. How long could that take.
added on the 2010-09-03 09:33:27 by doomdoom doomdoom

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