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Author Topic: New 3D IFS formula for UF5  (Read 13162 times)
Description: Work in Progress
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Alef
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« Reply #15 on: November 12, 2011, 03:27:58 PM »

John Hart, who had done much for raytracing quaternions and 3D IFS fractals, has some IFS code in his thesis. I took his Elm Tree and Grass setting and put them into my UltraFractal 3D IFS program. Here is what I got:


It look like prehistoric tree. Probably  most often IFS looks like prehistoric plants cause they are more basic.
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P.E.A.C.H. - please examine and critique honestly.
lycium
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« Reply #16 on: November 12, 2011, 08:08:39 PM »

But the best part, is that it actually creates a 3-D object than can be exported as a mesh for other 3-D rendering applications.
Go on, export us a mesh of the 3D Cantor set smiley Let's see how well suited triangular meshes are to rendering fractals... wink

Prediction: the mesh will be absolutely massive, very little surface detail, take up a ton of disk space and render at least 100x more slowly than a direct intersection algorithm.
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lycium
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« Reply #17 on: November 12, 2011, 08:49:45 PM »

Well... I see both Aexion and Garth Thornton online now, so that's 3 people who've implemented mesh export... maybe we can get some more opinions?
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xenodreambuie
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« Reply #18 on: November 13, 2011, 01:39:30 AM »

Of course a triangular mesh of a fractal dust would be huge at any useful resolution. In practice meshes are always a compromise, especially for fractals with uniformly rough surfaces because there's not much scope for mesh simplification. Point cloud export would be more efficient for the 3D Cantor set, and the size is not constrained by memory. However, 100 million points (the current limit in XD point cloud export) is still only 464^3. You can do really cool animations with such point clouds in 3DS Max with Krakatoa or Realflow. However, for high resolution, export is a long way from competing with direct rendering (except for 3D printing, where it's currently ahead.)
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Regards, Garth
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