Title: orbit trap Post by: ericr on March 11, 2013, 01:11:32 PM does orbit trap is possible in M3D like FractalScience Kit for example ?
Thx ERIC chaospros is "old" but look sphere tesselation+kleinian group Title: Re: orbit trap Post by: Alef on March 15, 2013, 04:16:29 PM Cool thing, I never tought, it can be done there. Could you explain, how did you do it in Chaos Pro. Maybe you should explain in Chaos pro section.
Title: Re: orbit trap Post by: makc on March 15, 2013, 07:41:23 PM not really relevant to m3d but check this out (http://www.iquilezles.org/www/articles/orbittraps3d/orbittraps3d.htm).
Title: Re: orbit trap Post by: ericr on March 15, 2013, 11:15:42 PM orbit trap is the base for KLeinian group see arXiv.org
in Chaoos pro a new paro do this seen's 2 or 2 days in 3d it s impossible for the moment but on day ! do you see the like with M3d for more expication see http://arxiv.org/pdf/1206.0087.pdf or http://arxiv.org/pdf/0707.2427v3.pdf the 2nd is the most important ericr Title: Re: orbit trap Post by: makc on March 16, 2013, 04:00:03 AM Quote the 2nd is the most important they suck at writing abstracts. not reading it :fiery:Title: Re: orbit trap Post by: ericr on March 16, 2013, 11:14:26 AM I am french and not vrey god at englih but I do it because ist important
inside is the solution of kleinian group 3d To be easy orbit trap = set limit =attractor like lorenz's on Title: Re: orbit trap Post by: Jesse on March 16, 2013, 06:52:39 PM Maybe not all suggestions belong to m3d, but if so you have to consider that the program has to calculate distance estimates to get use of the formula, that makes many formulas not work unfortunately :sad1:
For example the neat orbit trap pictures were rendered with a voxel-based renderer, and i think that there don't exist distance estimates for this kind of formulas, if so please correct me. :) Title: Re: orbit trap Post by: David Makin on March 16, 2013, 10:33:01 PM Hi Jesse - it is possible to get DE estimates for solid based on orbit trap values but AFAIK it's only been done so far by fudging the values individually for each main formula and each orbit trap type.
I think Paul Nylander has rendered some and I allowed the possibility in my formula for UF - it works but is far from optimum and considerably slower than rendering to a DE surface or an iteration surface. See: http://makinmagic.deviantart.com/art/Beating-Mandelbrot-125142130 http://makinmagic.deviantart.com/art/Orbit-Trap-Heightfield-128850151 http://makinmagic.deviantart.com/art/Orbit-Trap-Height-Detail-128912127 http://makinmagic.deviantart.com/art/3D-Pickover-Stalks-test-142906488 The first and last rendered relatively quickly so in fact doing this as "normal" 3D fractals is better/easier than doing it in heightfield form - also the only variation from standard DE is essentially to replace the DE calculation with the orbit trap calculation. Title: Re: orbit trap Post by: Jesse on March 17, 2013, 01:27:14 AM Hi David,
... also the only variation from standard DE is essentially to replace the DE calculation with the orbit trap calculation. :embarrass: it is often more easy than i thought of, lol. Thanks again, looks like a good additional option to play with... Title: Re: orbit trap Post by: ericr on March 17, 2013, 10:08:35 AM It is possible to do that ?, it would be great !
ericr Title: Re: orbit trap Post by: David Makin on March 17, 2013, 10:47:24 AM Hi David, :embarrass: it is often more easy than i thought of, lol. Thanks again, looks like a good additional option to play with... The tricky part is that AFAIK there is no algebraic method to get a true distance estimate for general orbit traps - and every single type (formula+trap) is quite likely to require different fudging to get an approximately linear distance estimate. Title: Re: orbit trap Post by: Jesse on March 17, 2013, 08:05:01 PM The tricky part is that AFAIK there is no algebraic method to get a true distance estimate for general orbit traps - and every single type (formula+trap) is quite likely to require different fudging to get an approximately linear distance estimate. Ok, so its not really that easy and my first tests were also not that promising as i thought of... was not able to get a really working DE from scratch for a standard bulb and the resulting structures were also somewhat disappointing. Must read a little more on the math to get the points... Title: Re: orbit trap Post by: David Makin on March 18, 2013, 12:10:10 PM Ok, so its not really that easy and my first tests were also not that promising as i thought of... was not able to get a really working DE from scratch for a standard bulb and the resulting structures were also somewhat disappointing. Must read a little more on the math to get the points... If it helps I didn't check up on any math basically as I didn't think there'd be anything relevant (at least not below phd level) so I rendered using the brute force method - extremely small steps but only a small image (640*480) and had the program store information relating to the change in orbit trap distance values - from that info I worked out the fudge, it worked quite well for the image and animation I posted but the error in estimation is around a magnitude larger than for standard DE so obviously step sizes have to be reduced accordingly - e.g. with analytical DE one can get away with say 0.75*DE on each step, with Buddhi's method around 0.5*DE but to render orbits accurately needs around 0.1*estimate or smaller. As for structures being disappointing - don't use a simple point trap that will be fairly mundane - try say a trap to line... Title: Re: orbit trap Post by: makc on March 18, 2013, 07:11:45 PM or menger sponge )
Title: Re: orbit trap Post by: ericr on March 23, 2013, 03:17:52 PM and now ?
Title: Re: orbit trap Post by: JosLeys on March 23, 2013, 09:53:36 PM On 3D Kleinian groups see http://www.josleys.com/show_gallery.php?galid=346 (http://www.josleys.com/show_gallery.php?galid=346) and this article (in French!) http://images.math.cnrs.fr/Les-ensembles-limites-de-groupes.html (http://images.math.cnrs.fr/Les-ensembles-limites-de-groupes.html).
I have not been able to come up with a way of drawing these things using a DE. What I need to do is calculate the positions of the centers, and the radii of thousands of spheres. Title: Re: orbit trap Post by: Jesse on March 24, 2013, 01:33:55 AM and now ? now something completely different :dink: Orbit trap did not worked as expected, to bad. But volumetric light should be also a good option for more variety in images, but this is also much work... does anyone know a replacement for the trigonometric polar coordinate mapping for the volumetric lightmap? Because this is for CPU the current bottleneck as it seems, for every little step a arctan2 and arccos calculation slows it very much down :-\ So i thought there might be an alternative mapping technic to transform a fullsphere vector into a 2d map, the reverse transformation can be more time consuming because it is only performed once for each pixel. Hmm, for partly maps (lightsource is in far distance), the function becomes more flat anyways... Title: Re: orbit trap Post by: hobold on March 24, 2013, 09:42:09 AM So i thought there might be an alternative mapping technic to transform a fullsphere vector into a 2d map Maybe cube mapping? http://en.wikipedia.org/wiki/Cubemap Title: Re: orbit trap Post by: Syntopia on March 24, 2013, 12:26:53 PM So i thought there might be an alternative mapping technic to transform a fullsphere vector into a 2d map, the reverse transformation can be more time consuming because it is only performed once for each pixel. Hmm, for partly maps (lightsource is in far distance), the function becomes more flat anyways... What about simply using lookup-tables for the acos and atan? You could also precalculate two 2D textures, indexed the x and y component of a (normalized) ray direction. Since the z-component only is determined up to a sign, you would need two maps, one for positive z, and one for negative z. But I'm not sure how distorted this transformation is. Maybe cube mapping? http://en.wikipedia.org/wiki/Cubemap Also a good suggestion, since they probably introduce less distortion. I just checked, and you don't need trigonometry to lookup in these - there is a nice example of (CPU) cubemaps here: http://www.codermind.com/articles/Raytracer-in-C++-Part-III-Textures.html Title: Re: orbit trap Post by: Jesse on March 24, 2013, 02:25:52 PM Yes, cube mapping looks nice..
i think the optimal solution would be to calculate the needed viewing frustrum for the lightsource into the scene and compute a rotation matrix to center it to one side of the cube. In case the frustrum is below 90 degrees this cubes side could be stretched by a factor, and in case bigger 90 degrees you could calculate the needed fractions of the surrounding cube sides, so you dont have to calculate more than needed. Title: Re: orbit trap Post by: ericr on March 24, 2013, 05:28:58 PM you want to do things for rendering fractal as Incendia EX for example ?
that is it. ericr MC render is SUBLIME Title: Re: orbit trap Post by: makc on March 24, 2013, 10:27:22 PM there is very simple atan approximation (Pi / 2) * x / (1 + abs(x)) - fast but nowhere near precise. for something more precise, check this out:
Code: public static function atan2(y:Number, x:Number):Number {Title: Re: orbit trap Post by: Jesse on March 25, 2013, 12:39:12 AM there is very simple atan approximation (Pi / 2) * x / (1 + abs(x)) - fast but nowhere near precise. for something more precise, check this out: Code: public static function atan2(y:Number, x:Number):Number {Thank you, i might find some use for it. Since the memory usage for the map, a lookup table as Syntopia mentioned would have done it here also, the speedup for a arccos LUT was very good as i tested it... already changed to cubemap now. Title: Re: orbit trap Post by: David Makin on March 25, 2013, 12:46:03 PM Just a small point relating to the Kleinians - it struck me quite awhile ago that one way to at least create something similar using DE is to use escape-time IFS - one needs something that produces circles or spheres (e.g. z^2+0) plus appropriate linear transforms.
So far I've only tried it in 2D and did this very simple example: (http://fc04.deviantart.net/fs44/f/2009/145/5/7/Pure_Julia_IFS_by_MakinMagic.jpg) http://makinmagic.deviantart.com/art/Pure-Julia-IFS-123685891 (http://makinmagic.deviantart.com/art/Pure-Julia-IFS-123685891) Thinking about it one could of course also use the base object + IFS method (as per Dragon trees) to get the same result if you just want spheres ;) As in: (http://nocache-nocookies.digitalgott.com/gallery/13/141_25_01_13_2_07_57.jpeg) http://www.fractalforums.com/index.php?action=gallery;sa=view;id=13260 (http://www.fractalforums.com/index.php?action=gallery;sa=view;id=13260) But with spheres instead of cylinders. I realise there are no spirals in the above but that just needs the addition of some rotations ;) Title: Re: orbit trap Post by: ericr on March 25, 2013, 01:24:16 PM only on example Chaospro 4.0 very simple to do with it |