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Author Topic: Not fractal but funny; general torus knots DE routine  (Read 7659 times)
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cKleinhuis
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« Reply #15 on: January 18, 2012, 11:03:26 AM »

i tried the d.IFS.torusIFS, i just got a single torus, and could change the position, hybrids where copies, and the box parameters gave me the rectangular torus??
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #16 on: January 18, 2012, 11:07:35 AM »

 grin wink

Supershape is much easier to do, because it's an implicit surface. Well it should be at least for an incomplete implement embarrass

Boxy are ON/OFF settings set a nozero to enable grin

For getting a knot use KnotsIFS.m3f afro

Parametric surfaces must be inverted to give a DE, that's hard to do sad

Not all knots are possible with my routine. Example of what you cannot get http://it.wikipedia.org/wiki/File:Figure_8_knot.png  evil
« Last Edit: January 18, 2012, 01:08:34 PM by DarkBeam » Logged

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cKleinhuis
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« Reply #17 on: January 18, 2012, 11:16:38 AM »

where is the "delete formula" button ?!?!
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DarkBeam
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« Reply #18 on: January 18, 2012, 11:29:57 AM »

 shocked Why delete? You can hide it - right click on the list to show a popup menu tease
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DarkBeam
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« Reply #19 on: January 18, 2012, 01:30:26 PM »

Hey! I think it is the figure eight knot;


Mandelbulb3Dv17{
V.....S....O/.../....2.....fqMzHsm8A.b468pAn0C3EfvlKe7t5HxvZ8LzOGylIz8j/4aX0MR0k
................................OaNaNaNadz1........A./..................y.2.....
................/M.0/....6kl....8.....E2.....QzIXLua2PrD/..........m/dkpXm1....U
z.....kD12../..........wz..................................u1....y1...sD...../..
.w1...sDECayXi7lqx1..........WjJy0vma8ejv8jrnNkXCr9YXdzcPGgRzEEnhwuma8ej2oQ9jigd
WuXyKt9g9PecyYmQF6ua2PrD......Y0..............kD.2....sD..kz0...................
.............oAnAr1...sD....z.MRg4.6qlO..P5f/.qRg4..slO.UW5f/.ISg4....../....k1.
..................kz.wzzz1.U..6.P....M4...EB....W....k1....F....8/...I1.....Sl42
...U.qFG9yzb2zzzRYoWzz7lz16.mc..zXCc.El18XGQeGyDjvIRhrVAkz1..........2.28.kFrA0.
FWb96aAIVzvh1se7Umvxz0........../6U0.wzzz1................................E.0c..
zzzz.................................2U.8.kzzzD.................................
/6U0.wzzz1...................................2CcN/UvNP6.eeWCNq0.yRii.EJJUk1f..XR
S1.mx3CcN/UvNP6.QsLsUa3.ibhV..bTV1OK.sSq40.ly3CcN/UvNP6.MwLsUa3.ibhV.kqTV1OK.sSq
40.kz3CcN/UvNP6...EsUa3.eeWCNq0.IJ36wk8.wyLsUa3.................................
E....6....E.....I....g....kGix4RnZYFH/kPrJaQ..........................U1C....6U.
06.................4./.........E........................................kz1.....
...wz........U.E........kz1........3.LaNaNaNaN.k................................
.....................2.....3....7....EbQVtqQaxaQhZYFH/..........................
....4MU/06U..................................................U.E........E.2.....
...0.1..........................................................................
................................}

How cutie cheesy


* yuure.jpg (36.18 KB, 480x360 - viewed 449 times.)
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Syntopia
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« Reply #20 on: January 18, 2012, 06:13:10 PM »

Thanks, DarkBeam - it is a great system.

Here is a GLSL version:

Code:
void rotate(inout vec2 v, float angle) {
  v = vec2(cos(angle)*v.x+sin(angle)*v.y,-sin(angle)*v.x+cos(angle)*v.y);
}

float DE(vec3 p) {
float mobius = (a+b/polyfoldOrder) * atan(p.y,p.x);
p.x = length(p.xy)-R1;
rotate(p.xz,mobius);
float m = polyfoldOrder/(2.*PI);
float angle = floor(.5+m*(PI/2.-atan(p.x,p.z)))/m;
rotate(p.xz,angle);
p.x =p.x - R3;
return length(p.xz)-R2;
}


...now, what about a DE for these Coxeter polytopes?:
http://www.math.cmu.edu/~fho/jenn/index.html




* db.jpg (31.53 KB, 587x454 - viewed 49 times.)
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cKleinhuis
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« Reply #21 on: January 18, 2012, 08:57:15 PM »

ehrm, how to combine those DEs with standard fractals huh?
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subblue
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« Reply #22 on: January 18, 2012, 10:33:41 PM »

Yet again very impressive stuff DarkBeam! Syntopia, your renderer is looking very tasty wink
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DarkBeam
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« Reply #23 on: January 18, 2012, 11:31:31 PM »

syntopia you are kidding right? grin
Those polytopes look damnedly complicated to me.
Anyway do you know what is the 4d to 3sphere projection algorithm? Jesse was looking for it . thanks
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Jesse
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« Reply #24 on: January 19, 2012, 12:14:56 AM »

Anyway do you know what is the 4d to 3sphere projection algorithm? Jesse was looking for it . thanks

Really, can't remember?

ehrm, how to combine those DEs with standard fractals huh?


DE combo... (maybe in future: use the coords of the other fractal after n iterations or something)




* knots2.jpg (113.34 KB, 800x600 - viewed 59 times.)
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subblue
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« Reply #25 on: January 19, 2012, 01:08:17 AM »

Using Syntopia's GLSL snippet in Knighty's Pseudo Kleinian example smiley


* NestedKnots.jpg (232.97 KB, 800x633 - viewed 64 times.)
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #26 on: January 19, 2012, 08:35:09 AM »

Omg... Jesse and Subblue! cheesy
Techniques used? cheesy

Edit for Jesse; see this about projections; http://www.dimensions-math.org/Dim_CH3_E.htm A Beer Cup

Even better this; with formulas!!! http://teamikaria.com/hddb/forum/viewtopic.php?f=5&t=61 A Beer Cup A Beer Cup A Beer Cup

Code:
pt3.x = pt4.x-((pt4.w-ppdist)*(pt4.x-obspt.x)/(pt4.w-obspt.w))
pt3.y = pt4.y-((pt4.w-ppdist)*(pt4.y-obspt.y)/(pt4.w-obspt.w))
pt3.z = pt4.z-((pt4.w-ppdist)*(pt4.z-obspt.z)/(pt4.w-obspt.w))

ppdist = the w value of the picture realm.
Make it less than the smallest point on your object (my tesseract's points are 1 or -1 in each directionm, and so I set this value at -2..)
Then the observation point (mine is set at 0,0,0,-4)
What these formulas are doing is to find out where a line crosses the picture realm when drawn from a point on the object
 to the observer's position. If you think about it, this is why we see things the way we do.
Everything we see is gathered to a point (our eye). :-) To further reduce it to 2D (for display on a monitor...)

pt2.x = pt3.x-((pt3.z-ppdist)*(pt3.x-obspt.x)/(pt3.z-obspt.z))
pt2.y = pt3.y-((pt3.z-ppdist)*(pt3.y-obspt.y)/(pt3.z-obspt.z))
« Last Edit: January 19, 2012, 09:48:35 AM by DarkBeam » Logged

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cKleinhuis
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« Reply #27 on: January 19, 2012, 11:39:06 AM »

any example m3f files ?! smiley

so, those de function cant be used to be incorporated in the fractals ?
they just can be used in a layered manner ?!

.... btw. what a about a layering .... *duck away....*


Anyway do you know what is the 4d to 3sphere projection algorithm? Jesse was looking for it . thanks

Really, can't remember?

ehrm, how to combine those DEs with standard fractals huh?


DE combo... (maybe in future: use the coords of the other fractal after n iterations or something)



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divide and conquer - iterate and rule - chaos is No random!
cKleinhuis
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« Reply #28 on: January 19, 2012, 11:39:49 AM »

who was asking the place is dying somehow ?!?!?!? !
huh?
huh?
huh?
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DarkBeam
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« Reply #29 on: January 19, 2012, 12:12:45 PM »

Oh, it was dying before the superhero rise grin

Uhm, btw, I was looking again at the theory and the parametric plotter to verify the figure8 thingy. Yes, my program cannot do it. But why afterall?

Uploaded at ImageFra.me

So in synthesis;

Some knots look identical seen in x-y projection but are different, because z spins twice as fast than x,y

And how in the world I can make it spin faster without touching other components?

I tried to apply the identity sin(4t)=2 sin(2t) cos(2t) = 2 sin(2t) sqrt(1- sin(2t)^2 )

But if I replace z*z with 4*z*z*(1-z*z) very weird things happen, (because DE is supposed to be positive outside the knot) and in section the torus does not show plain circles anymore. Ideas? sad

(enclosed image of what I get roughly applying the z mangling)


* Immagine.JPG (35.09 KB, 432x598 - viewed 45 times.)
« Last Edit: January 19, 2012, 12:41:36 PM by DarkBeam » Logged

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