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Author Topic: Exploration of the XYZ-symmetrized quaternion julia set  (Read 5371 times)
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msltoe
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« on: June 28, 2010, 03:25:16 AM »

Going back to one of my oldest creations, I discovered today that it produces some nice Julia set images.

The formula is as follows:

  if (z*z>x*x) {d=z;z=x;x=d;}
  if (y*y>x*x) {d=y;y=x;x=d;}
  if (z*z>y*y) {d=z;z=y;y=d;}

 <standard quaternion (no 4th dimension term)>

 x=x+a;y=y+b;z=z+c; where (a,b,c) is a constant seed value.





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M Benesi
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« Reply #1 on: June 28, 2010, 04:25:09 AM »

msltoe:

  I'm going to try a breed of that formula with Tom Lowe's box and a few other things.  Very.. interesting.  Nice to have a new angle to pursue.

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Jesse
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« Reply #2 on: June 29, 2010, 04:05:48 PM »

Maybe i implemented it wrong, is there the "y,z = 0 must have" issue for the julias again?
For x variants it worked so far:


* MslToeFQjulia1.jpg (83.15 KB, 800x600 - viewed 367 times.)
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Jesse
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« Reply #3 on: June 29, 2010, 04:07:43 PM »

...and a combination with your "fuzzy" formula:

« Last Edit: June 29, 2010, 04:10:00 PM by Jesse » Logged
KRAFTWERK
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« Reply #4 on: June 29, 2010, 04:14:58 PM »

WOW, beautiful Jesse!!

Very viral  afro
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kram1032
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« Reply #5 on: June 29, 2010, 07:23:39 PM »

It's a fractal code cheesy What happens if you interpret those "dots" as binary data? xD
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msltoe
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« Reply #6 on: June 29, 2010, 08:05:07 PM »

Jesse: Good ones. b and c can be non-zero. You'll still get discontinuities but also some good variations. I dial up the iterations which tends to hide the discontinuities, but makes the objects more difficult to render.
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ker2x
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« Reply #7 on: June 30, 2010, 10:01:13 AM »

Oooooooo ... shiny \o/
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often times... there are other approaches which are kinda crappy until you put them in the context of parallel machines
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Jesse
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« Reply #8 on: June 30, 2010, 01:41:23 PM »

Jesse: Good ones. b and c can be non-zero. You'll still get discontinuities but also some good variations. I dial up the iterations which tends to hide the discontinuities, but makes the objects more difficult to render.

That is a very good hint Msltoe, thanks!  Increasing the minimum iteration count removes the spread pixels mostly.
The alternative way would be a double check feature in the DE, but in the 4 point method i would have to add 3 whole iterations, what  slows it to much down.

Another variation on the formula: a maximum clip on the Z value can also give some nice structures.
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msltoe
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« Reply #9 on: July 01, 2010, 03:06:47 AM »

Flipping only the x and y coordinates yields a "fractal frog" (-0.8,-0.1,+0.1):
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kram1032
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« Reply #10 on: July 01, 2010, 10:08:56 AM »

very stylized frog but definitely a great one cheesy
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blob
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« Reply #11 on: July 01, 2010, 01:24:57 PM »

I guess that's what a bufo alvarius may possibly look like after one has smoked its "milk"...

 afro
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msltoe
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« Reply #12 on: August 02, 2010, 03:56:13 AM »

As Jesse alluded to in his z-plane cutoff comment, more secrets lie in the interior of these xyz rocks:


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cKleinhuis
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« Reply #13 on: August 02, 2010, 10:54:29 AM »

wow, cool!
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---

divide and conquer - iterate and rule - chaos is No random!
hobold
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« Reply #14 on: August 02, 2010, 03:21:50 PM »

Whoah. We need to view these in 4 dimensions, so that we can see all of the interior as well. smiley
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