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Author Topic: continuous escape time for graph-directed IFS  (Read 8442 times)
Description: same as regular IFS, but with a layer for each graph node
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claude
Fractal Bachius
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Posts: 563



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« on: November 27, 2016, 09:52:35 PM »

In this blog post I presented continuous escape time for regular IFS:
https://mathr.co.uk/blog/2011-12-31_the_sky_cracked_open.html

Recently I extended my implementation to graph-directed IFS, where which transforms are allowed next depends on the previously applied transform.  Essentially it boils down to having one calculation texture per graph node - in OpenGL, GL_TEXTURE_2D_ARRAY is perfect, as you can sample from any layer according to a variable (which may vary according to transform index).  You can ping-pong between two GL_TEXTURE_2D_ARRAY, looping over layers with glFramebufferTextureLayer().

Working on tidying up code, you can see current scrappy stuff here: https://code.mathr.co.uk/graphgrow/blob/HEAD:/the-sky-cracked-open/main.hs

Obligatory image:

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claude
Fractal Bachius
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Posts: 563



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« Reply #1 on: February 06, 2017, 10:43:21 AM »

Another approach gives nice images, and allows incremental rendering for animation: a more-straightforward multiple-copy-reduction method using floating point array textures with normalization to avoid overflow.

user interface:


corresponding output:


code:
https://code.mathr.co.uk/graphgrow/tree/HEAD:/graphgrow3/iface
https://code.mathr.co.uk/graphgrow/tree/HEAD:/graphgrow3/video
https://code.mathr.co.uk/graphgrow/tree/HEAD:/graphgrow3/audio
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knighty
Fractal Iambus
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« Reply #2 on: February 06, 2017, 12:44:32 PM »

Cool!
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