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Author Topic: Fractal Limit set of 4D hyperbolic reflection groups  (Read 6470 times)
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Syntopia
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syntopiadk
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« Reply #15 on: December 27, 2012, 12:04:03 AM »

Well, scripting is a possibility. In Structure Synth I added a JavaScript interpreter, which could be used to script animations (there is a builtin JavaScript compiler in Qt) - but I don't think it the best way to do it. It would be nice to have a scripting language with the same syntax as GLSL (vec3, matrices, etc.). You could probably do something clever with Clang and the GLM library, but it is a lot of work.

Also remember that it is possible to do calculations in the vertex shader, and pass them to the pixel shader. (Though the performance gain is not always great - I guess the few (four) vertice calculations are not enough to hide the GPU latencies. It might, however, reduce the register pressure in the aubsequent pixel shader).

But... first I need to do some work on the keyframe interpolations :-)
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knighty
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« Reply #16 on: December 27, 2012, 04:25:05 PM »

Well, no pressure intended!  smiley

I'm eager to see the next relase of fragmentarium. Good luck and thank you.
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eiffie
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« Reply #17 on: December 27, 2012, 06:36:09 PM »

Yeah after thinking about this the vertex solution seemed much simpler - maybe you could make a #providesVertexInit (if there isn't one already) and allow the user to write out the varying variables once rather than rewriting the whole vertex shader and then copying the varying definitions to the fragment shader. Its a great program now so don't think of this as badgering smiley
One thing I noticed is I couldn't send as many varying floats as uniform floats - don't know why they have different limits.
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knighty
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« Reply #18 on: December 27, 2012, 07:03:26 PM »

It's already implemented. See for example Doyle spirals script or this: http://www.fractalforums.com/ifs-iterated-function-systems/another-3d-kleinian/  wink
It is perfect when there is not too much variables to initialize. This is the most common case but a client side script IS the perfect solution for complicated cases.
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Crist-JRoger
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« Reply #19 on: November 08, 2016, 07:34:03 AM »

Bulatov.frag, limit_set.frag don't runs on Intel HD4600  undecided Both scripts compiles without errors or warnings, but I see just green background  cry
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vb2012
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« Reply #20 on: November 08, 2016, 05:59:52 PM »

Well, software compatibility of different platforms is pain.  smiley
Currently I am working on ShapeJS - javascript based 3d modeling environment with server side GPU renderer.
https://shapejs.shapeways.com/creator/?li=devhome_main
Big development advantage - it runs on known hardware.
There is build in support for fractals generated via reflection groups.


* Capture.PNG (197.16 KB, 1052x627 - viewed 369 times.)
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vb2012
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« Reply #21 on: November 08, 2016, 06:08:49 PM »

Updated link to current real time version ShapeJS 
https://shapejs.shapeways.com/v2/examples


* Capture1.JPG (197.83 KB, 1377x990 - viewed 372 times.)
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Crist-JRoger
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« Reply #22 on: November 16, 2016, 05:10:00 AM »

Thanks for link!
So, tried to do something with Bulatov.frag... it's most resource-intensive fragment I ever used  head batting
Why so hard? No ways to make it easy?  sad

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vb2012
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« Reply #23 on: November 16, 2016, 07:36:06 AM »

I've been just learning the pixel shaders when I wrote it.
I didn't know what I was doing.  embarrass

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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #24 on: November 16, 2016, 10:33:32 AM »

Do not worry sir Bulatov we are glad you share your knowledge with us A Beer Cup
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No sweat, guardian of wisdom!
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