Title: Mandelbulber 1.11 Post by: Buddhi on February 12, 2012, 03:28:52 PM Mandelbulber 1.11 - for Linux x86, Linux x64, Win32, Win64 and MacOS 32 and 64 bit
Open source program (GNU GPL) for rendering photo-realistic 3D fractals Free download: http://sourceforge.net/projects/mandelbulber/ Website: http://sites.google.com/site/mandelbulber/ http://www.mandelbulber.com/ User manual: http://wiki.mandelbulber.com/index.php?title=User_Manual Tutorial for creating animations: http://wiki.mandelbulber.com/index.php?title=Getting_Started New features in version 1.11: - added iteration fog effect (fog which density depends on iteration count). This fog cast shadows on fractal surface and on itself. Can be also iluminated by auxiliary lights and ambient occlusion. - improved water animation effect - disabling of SSAO and DOF when tile rendering is enabled - OpenCL: added ambient occlusion effect - OpenCL: added colouring algorithms - OpenCL: added setting for OpenCL job size - OpenCL: added new rendering engine "Crazy: iteration fog count" - OpebCL: added Quaternion and Xonodreambuie formulas - OpenCL: added volumetric fog effect - fixed bug: thumbanils weren't rendered properly - fixed bug: weird colour gradients (http://www.fractalforums.com/index.php?topic=10305.msg41172#msg41172) - added few example files for "iteration fog" effect SVN repository: http://mandelbulber.googlecode.com/svn/trunk/ This repository is available from Google Code: http://code.google.com/p/mandelbulber/ Mandelbulber is also available in Debian (testing - Wheezy) repository. My gallery with images created using Mandelbulber: http://krzysztofmarczak.deviantart.com/gallery/ OpenCL version is only available under Linux. I'm looking for somebody who helps me to make Windows port Source code of OpenCL version is here: http://code.google.com/p/mandelbulber/downloads/list Example images with "Iteration Fog" effect: (http://nocache-nocookies.digitalgott.com/gallery/10/thumb_640_12_02_12_3_07_17.jpeg) (http://www.fractalforums.com/index.php?action=gallery;sa=view;id=10304) (http://nocache-nocookies.digitalgott.com/gallery/10/thumb_640_12_02_12_3_10_22.jpeg) (http://www.fractalforums.com/index.php?action=gallery;sa=view;id=10305) Title: Re: Mandelbulber 1.11 Post by: knighty on February 12, 2012, 08:46:22 PM :thumbsup1: :horsie:
Title: Re: Mandelbulber 1.11 Post by: taurus on February 12, 2012, 09:36:07 PM great! :beer:
glad to see, that you're still busy developing this great piece of software. had a quick glance on the new iteration fog. quite promising effect for possible ground-fog. a big thanks for fixing the bug i reported recently and for all improovements and fixes in this version. i'm currently working on an animation (luckiely still in preview mode), so it might take some time, till i post annother still, but i guess i'll benefit from the improoved water animation... thanks again and all the best for you and your family! ;D Title: Re: Mandelbulber 1.11 Post by: Buddhi on February 13, 2012, 07:54:35 PM I made some speed comparison between GPU and CPU rendering. Image was rendered in resolution 800x600
First trial was with Mandelbulb formula Results: CPU - 27.3s GPU - 1.07s There is no visible difference between images Test platform was: CPU: Intel Core 2 Quad 8200 GPU: nVidia GeForce 9600 Title: Re: Mandelbulber 1.11 Post by: Buddhi on February 13, 2012, 07:57:38 PM Second trial was with Mandelbox formula
Time results: CPU - 43s GPU - 4.69s There is difference between images because OpenCL engine uses different coloring algorithm for Mandelbox formula. Title: Re: Mandelbulber 1.11 Post by: ant123 on February 14, 2012, 01:20:51 PM That's Amazing Woah! thanks for coding it in openCL! I dont think word has spread in the digiverse yet that there is an openCL mandelbulber program yet :D
installation was pretty easy on ubuntu for version 1.11, i hope there is not a different opencl version and i have installed the wrong one? do i have to update the GFX card drivers on ubuntu from the default plug and play ones? C2d 2.6ghz + Nvidia GTX 260 (gtx260 is 2320 3dmarks vs buddhi's one, geforce 960 is 1120 3d marks): Example files are easier for comparison, i dunno the presets above^^ mandelbulb with backlight.fract >>>2minutes 28s default.fract Render = 14s ill keep you posted how the installation goes! TY! Title: Re: Mandelbulber 1.11 Post by: Buddhi on February 14, 2012, 05:31:25 PM That's Amazing Woah! thanks for coding it in openCL! I dont think word has spread in the digiverse yet that there is an openCL mandelbulber program yet :D installation was pretty easy on ubuntu for version 1.11, i hope there is not a different opencl version and i have installed the wrong one? do i have to update the GFX card drivers on ubuntu from the default plug and play ones? C2d 2.6ghz + Nvidia GTX 260 (gtx260 is 2320 3dmarks vs buddhi's one, geforce 960 is 1120 3d marks): Example files are easier for comparison, i dunno the presets above^^ mandelbulb with backlight.fract >>>2minutes 28s default.fract Render = 14s ill keep you posted how the installation goes! TY! OpenCL version is distributed as a source only. Download it from here: http://code.google.com/p/mandelbulber/downloads/list You have to compile this and run install script. To compile the program you have to go to mandelbulber1.11/makefiles folder and run "make all". When you run the program (mandelbulber-opencl) you will have additional tab "OpebCL" in main Mandelbulber window, and then "Enable OpenCL" checkbox. If you encounter any problems with compiling the program please let me know. Please note that not all formulas and effects works with OpenCL. It is still in experimental phase. Title: Re: Mandelbulber 1.11 Post by: cbuchner1 on February 14, 2012, 05:45:27 PM Question: Is the CPU version using Intel SSE2 or AVX yet? Title: Re: Mandelbulber 1.11 Post by: Buddhi on February 14, 2012, 05:47:21 PM Question: Is the CPU version using Intel SSE2 or AVX yet? SSE2 Title: Re: Mandelbulber 1.11 Post by: ant123 on February 14, 2012, 06:46:04 PM Did you have to install some ubuntu opencl nvidia cuda drivers and opencl sdk to make the compiler? i need a file called cl.cl.hpp it could be opengl etc, i already isntalled freeglut3-dev or something like that. I'm stoned and Ubuntu is driving me crazy! i cant change the theme and all teh windows have some "camouflage theme" and "run away and hide" animation where i am playing hide and seek with my pc... the windows are backwards and it keeps dimming and going yellow and firefox crashed 7 times and it took me 1 hour to install another theme like macbuntu...
. i duno if i can "change the nvidia driver" arg :tongue1: Code: tuone@ubuntu:~/Desktop/mandelbulber1.11.opencl.orig/makefiles$ make all Title: Re: Mandelbulber 1.11 Post by: Buddhi on February 14, 2012, 09:54:31 PM I'm not so familiar with Ubuntu (I'm using Debian), but I will try to help you.
On Debian I'm using following packages: nvidia-libopencl1 nvidia-opencl-dev libnvidia-compiler nvidia-opencl-common I tried to find similar packages for Ubuntu and I found following: nvidia-current (contains libOpenCL.so) khronos-opencl-headers (https://launchpad.net/ubuntu/+source/khronos-opencl-headers) I hope it will be enough Title: Re: Mandelbulber 1.11 Post by: PhotoComix on February 14, 2012, 11:33:10 PM I'm not so familiar with Ubuntu (I'm using Debian)... May be a few exception but most of debian package are fully compatible with ubuntu . (i often installed Debian packages when i did not found specific for ubuntu ,and i felt to lazy to compile ) But Ubuntu may have a different issue ; as default not any of the packages needed to compile from sources is installed. PS i suppose you already know but when compiling for yourself you may use "checkinstall" to create a package. (Just replacing command "make install" with "checkinstall") it is true that is not a professional tool to build (i.e. doesn't check too well for dependencies ) but most of times works and if not install will abort with a error message (usually indicating a missed library ) if you do i may offer myself as guinea pig for testing the deb(i use last kubuntu ) Title: Re: Mandelbulber 1.11 Post by: ant123 on February 15, 2012, 12:22:37 AM Thanks for looking i will check out this version from khronos etc. and headers etc. like redhat O0, i should have checked out the different versions of linux, Like some nattybuntu or something abit easy, that would have a reasonable theme/theme manager/file browser, because diving into ubuntu walking upside down in a mirror.
i got the wibu version of ubuntu, just blank. its GUI colors and doesnt have a show desktop button. then i installed Nvidia Cuda as from the wiki from some raytracing opencl page, and the cl.hpp to cuda/something/cl.hpp... it took 1 hour to install 250mb and the windows keep jamming for a minute! if you do a scan of your files for cl.hpp you might be able to determine what openCL dev install you have. The includes CL/cl.hpp from teh mandelbulber is going somewhere different from the ubuntu/cuda/.../cl ill try and figure out how to lacate it. There are 3 open CL packages for ubuntu, mostly compatible with with differences, the amd, nvidia and a general version. i dunno which you have. cheers i will figure it out and say back what i find. Title: Re: Mandelbulber 1.11 Post by: ant123 on February 15, 2012, 12:56:33 AM i have to install checkinstall ;)
Title: Re: Mandelbulber 1.11 Post by: ant123 on February 15, 2012, 02:07:35 AM ok, IT WORKS!!!! continuing this crazy session of installing opencl in ubuntu, I finally installed and linked the opencl components required by M..... copied all M files to a fresh directory and recompiled it ... it works!!!! you would be better off installing debian on your windows with debian-wibu package.
>installed wibu in win7, had to click continue 30 times to do it. >tried 1 hour to install new theme, still didnt get a proper one >had to learn 20 linux commands, like sudo makes any command a root etc. drag and drop file browser locations to terminal saves alot of time, also copy paste to terminal. You need install : mesa.common.dev, freeglut3, nvidia common dev, and nvidia cuda toolkit and 1 2 others. link toolkit to main library like this: http://stackoverflow.com/questions/7542808/what-is-needed-to-compile-opencl-on-ubuntu-and-by-extension-opencl-period/ 1) The CUDA toolkit will have included the OpenCL headers (Listed at http://www.khronos.org/registry/cl/), likely they are in the directory /usr/local/cuda/include/CL. To make these headers available system wide, you should link this directory into /usr/include/, such that they may be accessed as /usr/include/CL/[headerfilename]. Instead of creating a symlink, you could add /usr/local/cuda/include to your C_INCLUDE_PATH and CPLUS_INCLUDE_PATH environment variables, but this would last for only currest session. .. answer, run nautilus explorer as root "sudo nautilus" navigate to usr/include/cuda/lib/CL or similar, middle button mouse drag it to the desktop and choose make link, and then copy paste that link to usr/include using root priveledges. instull and update nvidia stuff with these commands: sudo apt-add-repository ppa:ubuntu-x-swat/x-updates sudo apt-get update sudo apt-get install nvidia-current So it works! estimated time to install everything from windows without partition etc, could be about 2/4 hours depending on ubuntu performing like a ***&* Title: Re: Mandelbulber 1.11 Post by: PhotoComix on February 15, 2012, 02:29:52 AM My suggestion for checkinstall was mainly directed to Buddhi, but anyway you may found handy:
as example if compiled using checkinstall in the last step, you got a package that you may handle as the others from synaptic . if M. requires libraries that may conflict with others you have installed and you needs, you may better install in "opt" instead than in the standard directory Title: Re: Mandelbulber 1.11 Post by: ant123 on February 15, 2012, 10:47:21 AM it works,i had to run the "make all" from scratch after installing all the packages.
AMAZING!!! so fast!!! thanks Buddhi!!! Folding int pow 2.2 takes 22 seconds instead of 18 minutes. default fract takes 0.18 seconds instead of 14s tglad scale 2 fract takes 1.06 seconds have to remember to set cl mode to all shaders etc, although crazy fog level crashed. OpenCL mode renders slight grainy images, and you have to devide ambient occlusion in 2 to have the same shadows as CPU. it isnt photorealistic like cpu mode, because it looks like it needs a 2 passes.a solution is if you bump up the image parameters to double and view 1/2 pixels it looks pretty photorealistic in openCL I just rendered a 2400 x 2400 complex fractal in 65s, so it will be good for making films with! ... there are some white dots on it and grainyness from open CL, also shadows levels are different. Any idea how to get rid of the grainyness? it looks like it is just some missed pixels, i tried changing DE level and iteration count... some of the background also has white dot pixels on from missed areas, and the most complicated areas of the fractals have lots of pixels missing from low computation extents. Still AMAZING!!! already useable for animations. Title: Re: Mandelbulber 1.11 Post by: ker2x on February 15, 2012, 12:17:39 PM My problem is much more simple :)
Code: [...] it seems that's the install doesn't create the ~/.mandelbulber :'( Title: Re: Mandelbulber 1.11 Post by: ant123 on February 15, 2012, 12:22:40 PM mkdir: cannot create directory `/usr/share/mandelbulber': File exists /usr/share/applications/mandelbulber.desktop: error: (will be fatal in the future): value "Math" in key "Categories" in group "Desktop Entry" requires Usr/share is a read only directory, only the system and the root can access it, you could try running Code: sudo make all Code: sudo make install Title: Re: Mandelbulber 1.11 Post by: ker2x on February 15, 2012, 01:38:55 PM Usr/share is a read only directory, only the system and the root can access it, you could try running Code: sudo make all Code: sudo make install yes. it worls by doing make all && sudo ./install while sudo ./install (and let the installer compiling) doesn't work. Title: Re: Mandelbulber 1.11 Post by: ant123 on February 15, 2012, 03:51:14 PM ok here are some better pics, Is there a way to increase the number of steps/ step multiplier?
here is OCL vs CPU renders. Title: Re: Mandelbulber 1.11 Post by: ant123 on February 15, 2012, 03:52:16 PM here is a 65mb 8000x6000 pixel mandelbox rendered in 238 seconds!
Title: Re: Mandelbulber 1.11 Post by: Buddhi on February 15, 2012, 06:44:51 PM My problem is much more simple :) Code: [...] it seems that's the install doesn't create the ~/.mandelbulber :'( Install script doesn't create ~/.mandelbulber directory. This directory is created when program is started first time (when it doesn't exist). Please check whether you already have this directory, because it looks you have this with some weird access rights (program has no permission to enter this directory). To get more diagnostic you can run the program using strace ("strace mandelbulber") Title: Re: Mandelbulber 1.11 Post by: Buddhi on February 15, 2012, 07:01:38 PM it works,i had to run the "make all" from scratch after installing all the packages. AMAZING!!! so fast!!! thanks Buddhi!!! Folding int pow 2.2 takes 22 seconds instead of 18 minutes. default fract takes 0.18 seconds instead of 14s tglad scale 2 fract takes 1.06 seconds have to remember to set cl mode to all shaders etc, although crazy fog level crashed. OpenCL mode renders slight grainy images, and you have to devide ambient occlusion in 2 to have the same shadows as CPU. it isnt photorealistic like cpu mode, because it looks like it needs a 2 passes.a solution is if you bump up the image parameters to double and view 1/2 pixels it looks pretty photorealistic in openCL I just rendered a 2400 x 2400 complex fractal in 65s, so it will be good for making films with! ... there are some white dots on it and grainyness from open CL, also shadows levels are different. Any idea how to get rid of the grainyness? it looks like it is just some missed pixels, i tried changing DE level and iteration count... some of the background also has white dot pixels on from missed areas, and the most complicated areas of the fractals have lots of pixels missing from low computation extents. Still AMAZING!!! already useable for animations. I'm glad you already compiled and run the program. I see that on you graphics card speed results are really impressive. You can get even faster rendering when you increase "pixels per job" parameter. Then opencl will work more efficient. But this parameter shouldn't be too high because when job is executed in time longer than about 10s, it will crash the program (or system could hang). OpenCL has something like "watch dog" which is checking whether there is no endless loop in the opencl kernel program. To use "crazy" engine you have to decrease "pixels per job" to about 1000 (the reason is describe in previous paragraph) Graininess of some images is caused by limited accuracy of calculation. OpenCL in standard uses only single precision float type variables. There is also possibility to use double float type but not all gfx card can work with this (mine not), and even it can, calculation speed is not so high. Title: Re: Mandelbulber 1.11 Post by: ricbennet on February 15, 2012, 09:46:54 PM Hello,
I have done compilation of MandelBulb11opencl under Windows 7 (Nvidia Geforce 560ti ) with code::blocks and mingw32 and it work (but not immediatly :-\). I have done some quick tests and the results are fantastic in term of speed. But It seems that the quality under Opencl is not as good as without opencl. Some fractals seems doesn't work and the mode "crazy" is very dangerous... see attachments for images and comparaison between the two modes. More tests to do.. Bravo Buddhi, It is a great piece of software... Title: Re: Mandelbulber 1.11 Post by: ant123 on February 16, 2012, 12:50:00 PM Hello, Hello, could you post a brief guide of how to compile with code::blocks and mingw32? it's a kind of emulation?I have done compilation of MandelBulb11opencl under Windows 7 (Nvidia Geforce 560ti ) with code::blocks and mingw32 the quality difference from pics 1&2 is a distance estimation difference from OpenCL maths, it's just an algorithm bug. It mostly looks fine when you zoom in. Also, only some of the formulas, box, bulb, quaternion and some others are coded in CL so if you do a hybrid dodec/bulb you will only get a mandelbulb. so Fisheye isnt coded there yet, also some of the positional info is different in CL. The question is, what kind of quality can be achieved with OpenCL? you would basically be looking at higher resolution pics of this quality: http://www.flickr.com/photos/roddh/page13/ with better "shininess" = specularity, nicer colors and the best formulas that you can see on Digital Blasphemy with tubes and things. so great quality! CL has 6 digits to play with after the zero compared to CPU that has 15-16 digits after the zero, http://www.powerbasic.com/support/help/pbcc/single-precision_floating-point_(!).htm so the color depths can look abit more cartoony but i think that there are algorythms to interpolate rich color from single precision on the net... also as soon as you turn on ambient occlusion the shadows look photorealistic in CL. the original formulas in Mandelbulber are precise and perfect, so question is to make images as fluffy and nice colors as original version, it should be pretty close. For animations etc everyone will be making 1080p cinema films with open CL :) Title: Re: Mandelbulber 1.11 Post by: ant123 on February 16, 2012, 03:59:06 PM I have done compilation of MandelBulb11opencl under Windows 7 (Nvidia Geforce 560ti ) with code::blocks and mingw32 Hehe ... could you put the windows version online :) i downloaded code::blocks with ming32 and i got as far as new project "this is a custom makefile" in project properties, and then it get abit difficult. openCL actually has mixed precision double/single FP modes, perhaps it will be same renders as processor version, perhaps we could donate to Buddhi for a new graphics card because everyone is selling there gtx 260 at the moment and other recent cards that are pretty fast. Title: Re: Mandelbulber 1.11 Post by: ricbennet on February 16, 2012, 08:00:16 PM Hello, could you post a brief guide of how to compile with code::blocks and mingw32? it's a kind of emulation? Very complicated. :-\Code::block is an IDE running under Windows and it uses mingw32 which is a compiler with GNU compatibilities. I try visual studio to compile Mandelbulb, but it is to much complicated (perhaps impossible). Too much differences between the two C++ implementation. I attached the project file, if someone want to try... Thank you for your explanations. :dink: Title: Re: Mandelbulber 1.11 Post by: ant123 on February 16, 2012, 08:37:16 PM I attached the project file, if someone want to try... Thanks! i think i have to copy all my compiler library directories to be the same as your pc to build the .exe... Could you please upload/ email the windows .exe and files to my email sr8 at live.co.uk and i will put them online somewhere. if it runs on win7 that is amazing, some pretty amazing cross-compiling. Ok i will try to figure this error log ... at least 50 missing files! ;D Title: Re: Mandelbulber 1.11 Post by: ricbennet on February 16, 2012, 08:39:31 PM Thanks! i think i have to copy all my compiler library directories to be the same as your pc to build the .exe... Could you please upload/ email the windows .exe and files to my email sr8 at live.co.uk and i will put them online somewhere. if it runs on win7 that is amazing, some pretty amazing cross-compiling. Ok i will try to figure this error log ... at least 50 missing files! ;D In order to compile the program, you need also the GTK librairy, the jpeg librairy, the Opencl librairy... You can put them in the same directories as mine or install them elsewhere and modify the path in the build options :hurt: Hehe ... could you put the windows version online :) No problems. MandelBulb11opencl for windows in attachments (3 parts) Install the original program no opencl with Buddhi installation , then replace the mandelbulber.exe with the opencl version attached and add the "cl" directory attached in the same directory (I like my English :evil1:). Title: Re: Mandelbulber 1.11 Post by: Syntopia on February 16, 2012, 09:28:23 PM Great work, Buddhi. The new fog looks good, and the OpenCL stuff is getting really interesting.
I tried ricbennet's executable in the previous post, and it worked fine - except for the crazy engine, which crashed even with 100 pixels/job (and a GPU watchdog timer raised to 2 minutes). Out of curiosity: have you tried running Mandelbulber on a CPU OpenCL implementation, to see how fast it is compared to your reference implementation? Title: Re: Mandelbulber 1.11 Post by: ant123 on February 16, 2012, 09:42:03 PM No problems. MandelBulb11opencl for windows in attchaments (3 parts) Thanks ric! i've got gtk2 runtime (from here http://sourceforge.net/userapps/mediawiki/alex-sh/index.php?title=Main_Page) althugh the mandelbulber exe can't find the "libgtk-win32-2.0-0.dll" from the gtk win32 install, although it is set in PATH, could you tell me which directory to put "libgtk-win32-2.0-0.dll" etc in so the .exe will find them? sorry i think it's the last step, after we can all use mandelbulber.cl future versions in windows if perhaps the linux version progresses faster. :D Title: Re: Mandelbulber 1.11 Post by: ricbennet on February 16, 2012, 10:01:43 PM Thanks ricbennett! it runs under GTK2 so i got the all in one gtk from here: http://www.gtk.org/download/win32.php and installed it ok, it runs the gtk demo, although the mandelbulber.exe doesnt find the "libgtk-win32-2.0-0.dll" from the gtk win32 install, i just have in in C:/gtk/bin/ could you tell me where you have it? perhaps it will run! sorry i thought that blocks completely made a windows version :D because running CL from linux in win32 is CrAzY!!! thanks! You can download : - the opencl librairy in : http://www.khronos.org/registry/cl/ (I use the 1.0 version) - the GTK librairy : http://www.gtk.org/download/win32.php ( i use the gtk+-bundle_2.24.8 win 32 version) - the Jpeg librairy : http://www.ijg.org/files/ ( I use jpegsr8c.zip). - the "libgtk-win32-2.0-0.dll" (and over dll) is provided with buddhi installation. Copy these files in the ...bin/debug or bin/release of your code::block project. Title: Re: Mandelbulber 1.11 Post by: ant123 on February 16, 2012, 10:11:55 PM hello, i think i figured it out, actually the gtk.dll files are included in the mandelbulber win32 version, so i think it's possible to install your upgraded version over the previous M. win32 release and it should run. Cool! Thanks!!! :D
Title: Re: Mandelbulber 1.11 Post by: ricbennet on February 16, 2012, 10:21:54 PM hello, i think i figured it out, actually the gtk.dll files are included in the mandelbulber win32 version, so i think it's possible to install your upgraded version over the previous M. win32 release and it should run. Cool! Thanks!!! :D Yes. Install the original win32 program no opencl with Buddhi installation , then, replace the mandelbulber.exe with the opencl version attached and add the "cl" directory attached in the same directory. :dink: Title: Re: Mandelbulber 1.11 Post by: ant123 on February 17, 2012, 02:50:30 AM here is a gtkrc window-theme file for windows version, copy this over mandelbulbter/etc/gtk2/gtkrc if you prefer a darker GUI for the program. yeah perhaps it's possible to loop the open cl calculations 2 times to measure each thing to double accuracy, i think it will be excellent if it can represent the same scenes as the processor, for the moment coordinates and shadows are abit awol. you'd have to be a hero to write adapt all the program into graphics code! some of the photos of this program's iteration depth+lighting on deviant art ... amazing.
Mathematically speaking... when you are raymarching using single precision maths, you still have a precision up to 10^28 to 1-e28, so by refining the raymarching in cl you should still be able to get very precise idea of where the points are at. its just that trying to do it in the same cycles as the cpu is abit crude. probably just have to make a slightly different de routine for cl. Title: Re: Mandelbulber 1.11 Post by: ant123 on February 17, 2012, 03:12:22 PM hey CHECK THIS OUT! it's all videos rendered in open CL... http://www.subblue.com/blog/2012/1/6/leclaireur probably a company bought his browser cl engine though so it isnt available yet online.
Title: Re: Mandelbulber 1.11 Post by: GeToChKn on February 22, 2012, 01:21:16 AM hi. I've been playing with fractals since my 486 days and now seeing the 3d version of them, I'm hooked. I tried the OpenCL version and when click the activate button, it just closes the program. I used the 1.11 installer for SF, replaced the exe and added the CL folder. Is there something I'm missing? I have an AMD Phenom 2 6 core and a ATI HD5450 video card.
Title: Re: Mandelbulber 1.11 Post by: visual.bermarte on February 22, 2012, 01:12:44 PM @GeToChKn: AMD/ATI? All the other users in this thread do have Nvidia's GPUs, aren't they?
Title: Re: Mandelbulber 1.11 Post by: taurus on February 22, 2012, 03:03:27 PM @GeToChKn: AMD/ATI? All the other users in this thread do have Nvidia's GPUs, aren't they? that's exactly why i didn't even try to install the open cl version. in addition i would have needed to downgrade to 32bit version. no thanks for now! :no: Title: Re: Mandelbulber 1.11 Post by: Sockratease on February 22, 2012, 03:57:17 PM @GeToChKn: AMD/ATI? All the other users in this thread do have Nvidia's GPUs, aren't they? Don't let that make you feel bad, GeToChKn... I don't even have a video card! Still using just the chipset on the mommy-board :alien: And since that looks like your first post, Welcome to the forums! Title: Re: Mandelbulber 1.11 Post by: GeToChKn on February 22, 2012, 05:16:02 PM Thanks for welcome. Thought it could be the ATI card issue, mine does support OpenCL though according to the ATI site. Have to live with the 6core rendering for now I guess on the 64bit version. Still having fun with it and learning to cut down processing for quick renders and exploring the endless possibilities of the software.
Title: Re: Mandelbulber 1.11 Post by: taurus on February 22, 2012, 06:41:31 PM Thanks for welcome. Thought it could be the ATI card issue, mine does support OpenCL though according to the ATI site. Have to live with the 6core rendering for now I guess on the 64bit version. Still having fun with it and learning to cut down processing for quick renders and exploring the endless possibilities of the software. there are slight differences in the execution units. afaik amd is a bit more strict than nvidia. i guess in the "fragmentarium" section you can learn more about. i also render on a phenom II x6. there are worse things, that can happen to you :dink: Title: Re: Mandelbulber 1.11 Post by: GeToChKn on February 22, 2012, 06:55:51 PM there are slight differences in the execution units. afaik amd is a bit more strict than nvidia. i guess in the "fragmentarium" section you can learn more about. i also render on a phenom II x6. there are worse things, that can happen to you :dink: Beats using my 486 back in the day. lol. I'm fine with it. Already done a few animations letting it render overnight once I've done a small 100px animation as a test, and then crank some stuff up for the final. It does help when you've used fractal before, 3d software, image editing, etc and understand all the concepts. I picked up in a few hours how most of this software works. I was just curious about the OpenCL and using some of my video card power but rendering at night is fine with me. I like how I can just stop it and pick back up at a later time as well when I want to play battlefield. lol. Title: Re: Mandelbulber 1.11 Post by: taurus on February 22, 2012, 09:50:34 PM I like how I can just stop it and pick back up at a later time as well when I want to play battlefield. lol. in fact you can play battlefield while mandelbulber is working. just lower the priority for bulber in task manager and every game should work perfect. and even when a game uses full three cores your rendering will still have three cores left... only some big renderings with high quality settings sometimes cause problems, but it's allways worth a try... Title: Re: Mandelbulber 1.11 Post by: Mrz00m on February 25, 2012, 06:31:33 PM it could be an issue of upgrading amd drivers and installing the amd opencl sdk. i dont know if there was an error message it would be easier to know.
Title: Re: Mandelbulber 1.11 Post by: taurus on February 25, 2012, 07:24:57 PM it could be an issue of upgrading amd drivers and installing the amd opencl sdk. i dont know if there was an error message it would be easier to know. could be. the current catalyst driver (12.x) is not compatible with the current open cl sdk. i won't try before i have finished my current animation. someone else is needed as pioneer...i'd be pleased! Title: Re: Mandelbulber 1.11 Post by: GeToChKn on February 25, 2012, 07:27:13 PM Downgrading my drivers to 11.12 and install the AMD OpenCL SDK Kit as I type this, so I'll see what happens.
Title: Re: Mandelbulber 1.11 Post by: Mrz00m on February 26, 2012, 04:29:01 PM to be honest the open CL on this version of mdblbr is only a proof of concept, it couldnt yet replace the CPU version, it only has 4 formulas, that are not totally tuned up, it cam make very cool results... if you have a 6x amd processor, then you will be going almost as fast as the GPU for high res. The openCL formulas are quite easy to write though, if i knew anything about coding i would have tried to help buddy tune and write the formulas from his program. depending on the annotation being usable of course!
Title: Re: Mandelbulber 1.11 Post by: GeToChKn on February 26, 2012, 11:30:21 PM Ya, still doesn't seem to work. I'll stick with the 64bit version for now. Just the geek in me wanted to try it. lol. It's not like I have a top of the line card or 3 of them in sli/crossfire anyways. Then, it may really take off having 3 dual-gpu cards.
Title: Re: Mandelbulber 1.11 Post by: Mrz00m on February 28, 2012, 12:57:25 AM given the complexity of implementing openCL, It may have been equally easy to implement distributed computing instead... perhaps it would be as easy to code and then we could share processors.
Title: Re: Mandelbulber 1.11 Post by: GeToChKn on February 28, 2012, 01:03:28 AM given the complexity of implementing openCL, It may have been equally easy to implement distributed computing instead... perhaps it would be as easy to code and then we could share processors. Then I could use my GF's 4 cores at night. lol. Really, you can just save the param's and load it on another PC and set the frames to and from to render and use multiple PC's that way. Having a client/server type of software could work but seems like a lot of work when doing what I said above would work the same, at least in my house. Title: Re: Mandelbulber 1.11 Post by: Mrz00m on March 12, 2012, 12:40:03 PM Seeing as there are masses of pixel shader effects for GPU that are the similar to photoshop effects for complex colors, reflections, animated textures, i wonder if there is a way to let the stream compute the basic colors and shapes of the fractals and then overlay some pixel shaders on top, like that you can have complicated GL colors and textures on top the more roughly compute fractal forms, abit like having a photoshop effect plug in, inside the fractal program. |