cbuchner1
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« on: July 02, 2010, 06:17:22 PM » |
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Within weeks of the discovery of the Mandelbulb, first realtime GPU tracers were made. Some based on DirectX/HLSL, some on CUDA/Optix, others on OpenGL/GLSL. I haven't seen any Mandelboxes rendered in realtime yet. Is it because there is no easy code samples out there that show how to apply the formula? Christian EDIT: for the controls I want spaceship like navigation, so I can zoom trough it as if it was a frakkin' death star.
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« Last Edit: July 02, 2010, 06:29:09 PM by cbuchner1 »
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flexiverse
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« Reply #1 on: July 02, 2010, 07:24:40 PM » |
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I've been asking the same question, I ended up with a real-time mandelbox running in evaldraw from a script done by knighty.
I just this very minute tried it for the first time... so hang on....
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bib
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« Reply #2 on: July 02, 2010, 09:15:54 PM » |
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In this video of a 4k demo by Still, it seems that the mandelbox is calculated in real time, so probably on the GPU
http://www.youtube.com/v/CZ6YhJNnou8&rel=1&fs=1&hd=1
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Between order and disorder reigns a delicious moment. (Paul Valéry)
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Rathinagiri
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« Reply #4 on: July 03, 2010, 05:03:08 PM » |
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I get the following error. My machine is XP.
OpenGL 2.0 shader functions unavailable.
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Rrrola
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« Reply #5 on: July 03, 2010, 10:30:07 PM » |
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OpenGL 2.0 shader functions unavailable.
You need a fairly recent card with support for OpenGL 2.0 (I think you need at least a NVIDIA Geforce 8xxx or ATI Radeon HD 2xxx because of branching in the shaders). I've only tested it on ATI Radeon HD 4850 and NVIDIA Geforce 9300M GS.
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flexiverse
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« Reply #6 on: July 05, 2010, 02:07:21 PM » |
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Hey, I downloaded a mandelbulb gpu based one on my iphone! http://angisoft.de/Angisoft/Angisoft.htmlIt really is fast enough and interactive for having a lot of fun exploring. I'm AMAZED this is on a mobile !! Seriously if you can do this using OPENGL ES , it should be possible to get near realtime on a PC also ! Has anyone got code lying about that uses GPUs? I guess there must be stuff lying about from the demo scene. It would be great of people here hubbed together to write some stuff like this and share the code. Surely GPU rendering should be a revolution in fractal rendering and exploration?
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flexiverse
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« Reply #7 on: July 05, 2010, 02:29:39 PM » |
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Jesus mother of christ.... This is TOTALLY AMAZING. I still can't get over it. I'm running a ATI HD 3850. It can't do OPENCL/CUDA and stuff like that which I thought you needed for real time raytracing. I considering this card out of date as it wouldn't run any new OPENCL/CUDA like stuff! would be great if you could post a commented version of the src, would really like to get my head around what is going on here! What is better Nvidia or ATI for all this new GPU rayracing stuff?
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hobold
Fractal Bachius
Posts: 573
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« Reply #8 on: July 05, 2010, 05:30:19 PM » |
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What is better Nvidia or ATI for all this new GPU rayracing stuff?
That is very hard to answer right now. On the one hand, Nvidia has been promoting general purpose computing on the GPU for a longer time than ATI/AMD, so Nvidia's drivers and development systems are much more polished and usable. On the other hand, Nvidia's latest hardware (the 400 series, "Fermi") is plagued by silicon fabrication issues. So right now, Nvidia's high end GPUs draw more power, are more expensive, and slightly slower than ATI/AMD's high end offerings. Theoretically, Nvidia has an advantage in double precision calculations, but their mainstream products are throttled in this regard. The Radeons meet or slightly exceed GeForce performance in practice for a significant majority of workloads. OpenCL drivers and development support still has more rough edges than CUDA. But I expect OpenCL to eventually "win", because it doesn't lock people in to a single hardware source. In the extreme case, OpenCL programs can be run without a GPU, on the ordinary processor(s), albeit with much lower performance.
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flexiverse
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« Reply #9 on: July 05, 2010, 06:13:47 PM » |
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What is better Nvidia or ATI for all this new GPU rayracing stuff?
That is very hard to answer right now. I've had a quick look and PRICE vs PERFORMANCE, ATI/AMD winds hands down. So since I have a fixed budget, I really have no choice but go for a XFX 5850. My feelings are in agreement with yours OpenCL, long term is going to win, as it's platform/hardware/brand agnostic, like OpenGL. The drivers will catch up soon enough. STILL I had no bloody idea it was such an exciting time for graphics, all this horsepower is going to mean real-time graphics exploration. I mean it's a dream come true, if you go back to the days, running fractint on a 286 and waiting hours to render one fractal! I'm really excited about fractals all again - I think the mandelbox/bulb really got me going. I can't wait to get the fast hardware to really do more real-time.
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cKleinhuis
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« Reply #10 on: July 05, 2010, 06:37:16 PM » |
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have fun with it, be sure to try out subblues pixelbender skript for rendering the bulb as your first act on having a new card mandelbrot calculations are really simple implemented on those cards, and damn fast ( it is 2 years ago that i had a fullscreen ( 1920x1280 ) mandelbrot renderer of my own ... nowadays it should just blow ! )
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---
divide and conquer - iterate and rule - chaos is No random!
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trafassel
Fractal Bachius
Posts: 531
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« Reply #11 on: July 05, 2010, 07:07:27 PM » |
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Thanks, Rrrola.
It ist my first experience with a GPU based fractal renderer and it makes fun.
The best: If I put the fragment.glsl and vertex.glsl script in the same directory as Boxplorer.exe, i can change you Mandelbox shader.
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cKleinhuis
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« Reply #12 on: July 05, 2010, 09:07:28 PM » |
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wow it works blazingly fast, thank you for that this is good source for screensaver/demo coding do you mind if we spread the link, or add it to the fractalforums.com downloads section ? perhaps opening up an open source development this usually boosts early stages of a project
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---
divide and conquer - iterate and rule - chaos is No random!
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cbuchner1
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« Reply #13 on: July 05, 2010, 09:42:00 PM » |
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Wow, comes with source code. *Hug!*
Christian
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David Makin
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« Reply #14 on: July 05, 2010, 11:47:37 PM » |
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I only have a crappy ATI X600 but thought I would try the program anyway - figuring it may use software emulation, and I get: [Program:] Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - unsupported language element used. In stderr.txt but the program actually locks up (with an empty window) and I have to end task it
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