Title: new GPU generator called crash developed by vertex Post by: Mrz00m on October 23, 2013, 05:48:21 AM I wanted to bring to your attention this mysterious Nvidia fractal demo, maybe it isn't even a distance estimation/advanced formula, because it's a simple fractal, it looks very interesting:
http://www.youtube.com/watch?v=SbSo7onX9qI It seems that tessellation (millions of extra triangles generated by the graphics card based on a formula) could be very interesting in future versions of fractal generators using DirectX 11. for a nice Nvidia demo of tessellation, check the alien triangles and endless city demos if you have a big DirectX 11 card. On a side note, Intel says that it's optimistic about having 5 nm computing chips within 10 years, so things should be 16 times faster in 2023;] Title: Re: new GPU generator called crash developed by vertex Post by: Nahee_Enterprises on October 23, 2013, 01:40:38 PM I wanted to bring to your attention this mysterious Nvidia fractal demo, maybe it isn't even a distance estimation/advanced formula, because it's a simple fractal, but it looks very interesting: http: //www.youtube.com/watch?v=SbSo7onX9qI It seems that tessellation (millions of extra triangles generated by the graphics card based on a formula) could be very interesting in future versions of fractal generators using DirectX 11. for a nice Nvidia demo of tessellation, check the alien triangles and endless city demos if you have a big DirectX 11 card. On a side note, Intel says that it's optimistic about having 5 nm computing chips within 10 years, so things should be 16 times faster in 2013;] I found the quality of the video was quite good when I played it on my 27-inch monitor at full screen. The details were easily seen, not blurry, and no jerkiness either. :D Title: Re: new GPU generator called crash developed by vertex Post by: hobold on October 23, 2013, 06:13:34 PM I wanted to bring to your attention this mysterious Nvidia fractal demo, maybe it isn't even a distance estimation/advanced formula, because it's a simple fractal They say in the comments that it is a custom ray caster running as GPU compute program. So it may not be distance estimation, but they do recursively step along view rays to produce "unlimited" fractal detail. Very similar in spirit, even if not as general.Title: Re: new GPU generator called crash developed by vertex Post by: Syntopia on October 23, 2013, 11:40:48 PM We discussed this video a couple of years ago in the Koch cube thread:
www.fractalforums.com/3d-fractal-generation/3d-koch-snowflake-convert-to-escape-time/ It is made by these guys: http://virtex.no/ It can be implemented as a standard distance estimated system, but you could probably make an even faster acceleration structure when ray tracing it. Title: Re: new GPU generator called crash developed by vertex Post by: Mrz00m on October 24, 2013, 07:30:32 PM What's surprising is the frame rate at high magnifications, it seems like double precision FP at very high iterations so it's it's a kind of direct compute program that zoom in 100d's times, it is fantastic. the fuzzy borders of the pic are quite odd, very typical of gpu 3d fractals, i guess it still isnt as crisp as real rendering.
I'm getting into graphics processor code at the moment, here's my 3 iteration fractal world in progress :) www.youtube.com/watch?v=VEqSR0FuEVI the program Unity3d now supports direct compute dx11 shaders and it's useful for any of you that wish to make a fractal world that can be flown through because there are so many free game scripts for unity. Title: Re: new GPU generator called crash developed by vertex Post by: knighty on October 24, 2013, 11:40:48 PM What's surprising is the frame rate at high magnifications, it seems like double precision FP at very high iterations so it's it's a kind of direct compute program that zoom in 100d's times, it is fantastic. the fuzzy borders of the pic are quite odd, very typical of gpu 3d fractals, i guess it still isnt as crisp as real rendering. It doesn't need to use double precision as the fractal is auto similar at different scales. I gess the technique they used is just like the one used for: :thumbsup1: |