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Author Topic: DragonKIFS - promising formula but help needed  (Read 7653 times)
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Syntopia
Fractal Molossus
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Posts: 681



syntopiadk
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« Reply #15 on: March 08, 2013, 08:17:47 PM »

I used a section of the screen and the buffer to pre-calculate the positions of each generation of spheres. The colorful garbage you can see on the lower part of the image is the pre-generated data. It was kinda tricky to properly write and access the right pixels of each generation of spheres, but I think it's working fine.

Pushing the shaders to the limit! Nice work, Kali!
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eiffie
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« Reply #16 on: March 09, 2013, 05:50:29 PM »

I looked for optimizations but I still don't know how it works smiley The buffer is opening up new strange doors for you. Can't wait to see whats next.
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knighty
Fractal Iambus
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Posts: 819


« Reply #17 on: November 25, 2013, 04:21:06 PM »

Here are some fragmentarium scripts rendering simple 2 generators IFS using stackless tree traversing:
SimpleIFS2D-final.frag: Computes DE in 2D.
SimpleIFS-DE3D-final.frag: same in 3D.
SimpleIFS-RT-final.frag: ray-traces the IFS in 3D. More like what David Makin was describing.
SimpleIFS-OT-RT-final.frag: Same but with orbit trap spheres.

I'm pretty sure someone will improve and extend them.  embarrass
Have fun!

* SimpleIFS.zip (7.74 KB - downloaded 47 times.)

* IFS-GPU-RT-OT.jpg (58.27 KB, 1000x1000 - viewed 25 times.)
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