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Author Topic: 3D flame raytracer  (Read 266 times)
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doncasteel8587
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« on: January 20, 2007, 05:00:41 PM »

It's been a while since I've posted something from my 3D flame raytracer
 

 
The Deviant Art page is here: http://www.deviantart.com/deviation/47027630/
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Trifox
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« Reply #1 on: February 19, 2007, 11:58:24 PM »

hi, did you adjust all the 2d variations, needed for flame fractals to 3dimensional functions ?

the shadow is quite good ( smooth )

but the 3d ifs does not use any of the variations am i right?

respect Wink
greets
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doncasteel8587
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« Reply #2 on: February 20, 2007, 01:46:24 AM »

hi, did you adjust all the 2d variations, needed for flame fractals to 3dimensional functions ?

the shadow is quite good ( smooth )

but the 3d ifs does not use any of the variations am i right?

respect Wink
greets
#

I've got several of them in the app, but not all of them work yet. Spherical, Sinusoidal, Cylindrical and Waves work. (Actually I keep modyifing Spherical to get better results).

I've also created a different spiral which results in a spring like coil, and a cool torus that maps X around the minor radius with Y as the distance out, and Z around the major radius.

I've also attempted to create a julia quaternion mutation, but it needs some more work.

Mostly though I spend all of my time on the raytracer, it's still not looking the way I want it to.

Thanks
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Trifox
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« Reply #3 on: February 20, 2007, 03:17:16 AM »

oh, i see, perhaps if i have time, i implement some transformations and send them to you Tongue

what methods have you implemented yet to render those point clouds ?

have you tried to render them the same way the 2d fractals are rendered?
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lycium
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« Reply #4 on: February 20, 2007, 11:36:52 AM »

oh, i see, perhaps if i have time, i implement some transformations and send them to you Tongue

i'd be interested to see what you come up with, please post here Cheesy
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doncasteel8587
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« Reply #5 on: February 20, 2007, 02:11:25 PM »

oh, i see, perhaps if i have time, i implement some transformations and send them to you

That would be great!
I'd love to try anything you come up with.

what methods have you implemented yet to render those point clouds ?

I'm not sure what you're asking here?

Basicaly the volume is 2- 3D gradient fields, one for intensity, one for color. Intensity is used to calculate a normal vector which always points away from the higher intensity values, the color field is just used for color. Any 3D point within the volume will return a normal vector, opacity value, and color.

Since the size of the data arrays has to remain relativly small (256^3 is about the max my computer will handle) I'm performing a linear interpolation from the closest voxels to get precise values for any 3D point.

have you tried to render them the same way the 2d fractals are rendered?


Yes...

If your asking about projecting the 3D data onto a 2D array of "buckets", then rendering the 2D array like Apo does. The itterator does that 3 times, one projection along each axis.

For the 3D raytracer, the 3D data is evaluated much the same way, providing intensity and color values for any point within the volume, intensity becomes opacity and is also used to set the IOR for refraction (if used).
« Last Edit: February 20, 2007, 02:25:23 PM by doncasteel8587 » Logged

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