Logo by Trifox - Contribute your own Logo!
News: Check out the originating "3d Mandelbulb" thread here
 
*
Welcome, Guest. Please login or register. July 25, 2017, 06:40:02 AM


Login with username, password and session length



Pages: [1]   Go Down
  Print  
Share this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on RedditShare this topic on StumbleUponShare this topic on Twitter
Author Topic: shader project - glsl DE function collection  (Read 517 times)
0 Members and 1 Guest are viewing this topic.
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« on: June 09, 2015, 12:26:24 AM »

hi all, my shader project has undergone the first few steps, what i have so far is a include/interface include mechanism that generates include opportunities based on implemented interfaces cheesy
and a parameter edit mechanism similar to fragmentarium/synthclipse for vector and float parameters

so far so good, now i would like to build up a collection of DE functions for the classic fractals, what are the latest and most efficient glsl (webglsl) implementations for mandelbulb/mandelbox ?

 huh? kiss
Logged

---

divide and conquer - iterate and rule - chaos is No random!
marius
Fractal Lover
**
Posts: 206


« Reply #1 on: June 09, 2015, 06:31:31 AM »

hi all, my shader project has undergone the first few steps, what i have so far is a include/interface include mechanism that generates include opportunities based on implemented interfaces cheesy
and a parameter edit mechanism similar to fragmentarium/synthclipse for vector and float parameters

so far so good, now i would like to build up a collection of DE functions for the classic fractals, what are the latest and most efficient glsl (webglsl) implementations for mandelbulb/mandelbox ?

 huh? kiss

I collected a pile of complete shaders over the years (not just DE) in https://code.google.com/p/boxplorer2/source/browse/#svn%2Ftrunk%2Fcfgs%253Fstate%253Dclosed
For instance here https://code.google.com/p/boxplorer2/source/browse/trunk/cfgs/boxplorer/fragment.glsl#49 is Rrrola's old DE for mandelbox. But that's full glsl, some minor discrepancies with webgl might exist.

This old glslsandbox one has a bunch of them nicely listed and webgl ready: http://glsl.herokuapp.com/e#1843.1
Logged
laser blaster
Iterator
*
Posts: 178


« Reply #2 on: June 09, 2015, 07:40:31 AM »

The fastest Mandelbulb DE functions avoid trig functions, but then you're stuck with a fixed power. I tried the non-trig formula found here https://github.com/niavok/glsl-factory/blob/master/shaders/mandelbulb/f.glsl, and even after a few optimizations, it was only about 20% faster than the default trig versions found in Fragmentarium. So at least for me it's not really worth losing the ability to set the power as a parameter. But maybe it would make more of a difference on older GPU's- I attached the .frag file if you want to try it yourself. Otherwise, the version included in Fragmentarium seems pretty optimal as far as trig formulas go.

* MandelbulbNoTrig.frag (5.43 KB - downloaded 55 times.)
Logged
cKleinhuis
Administrator
Fractal Senior
*******
Posts: 7044


formerly known as 'Trifox'


WWW
« Reply #3 on: June 09, 2015, 11:51:32 AM »

ah, thank you people, my plan is to extract just the DE functions, equip them with user interfafe slider definitions and ready to go wink
quite a system i am building, dumping all the work in a huge glsl script

Logged

---

divide and conquer - iterate and rule - chaos is No random!
Pages: [1]   Go Down
  Print  
 
Jump to:  

Related Topics
Subject Started by Replies Views Last post
DirectX 11 compute shader / Directx 10 Pixel shader implementation Mandelbulb Implementation cbuchner1 2 3167 Last post November 29, 2009, 12:32:26 AM
by cbuchner1
compile/run glsl shader as C++ Programming marius 11 3842 Last post October 05, 2011, 12:07:57 AM
by marius
fractalforums shader project Let's collaborate on something! cKleinhuis 8 644 Last post June 02, 2015, 09:37:51 PM
by cKleinhuis
shader function or instruction cost (performance) Programming « 1 2 » TruthSerum 19 3820 Last post June 15, 2015, 05:48:17 PM
by TruthSerum
Unit3D Graphics Shader Project mandelbox implementation 3D Fractal Generation Mrz00m 1 352 Last post February 28, 2016, 08:45:46 PM
by 3dickulus

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines

Valid XHTML 1.0! Valid CSS! Dilber MC Theme by HarzeM
Page created in 0.318 seconds with 28 queries. (Pretty URLs adds 0.018s, 2q)