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Author Topic: Remake of MB3D  (Read 12383 times)
Description: A reboot of the MB3D project
0 Members and 2 Guests are viewing this topic.
dyol
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« Reply #105 on: October 06, 2017, 09:43:22 PM »

Great news !

may you integrate an export menu  that gives the result of the combination of differents objects
i mean if i alternate formula 1  and formula 2 then it generate a new objet,
how to export the result as code to export in mandelbulber for example, or as mathematic in R2 form or similar ?
how to get the dimension [hausdorf] of the new generated object ?
is this easy ?

thx guys for your great work and thoughts  :-) A Beer Cup A Beer Cup
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claude
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« Reply #106 on: October 06, 2017, 10:30:07 PM »

how to get the dimension [hausdorf] of the new generated object ?
Finding the Hausdorff dimension may be very hard.  But box-counting dimension may be good enough, and should be tractable (you don't need to populate all the boxes at once taking lots of space, you can compute it recursively with only space for one count per level).
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1Bryan1
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« Reply #107 on: October 14, 2017, 11:48:37 PM »

to 1) right mouseclick in the map nr. field wink

Oh fudge.
I hadn't realized that shocked
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Alef
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« Reply #108 on: October 17, 2017, 04:27:34 PM »

I think the first would be some small but working version. And then: Oh it could have this and then it could have that cool feature.
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1Bryan1
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« Reply #109 on: October 19, 2017, 07:10:07 AM »

Its called minimum viable product (MVP).
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Alef
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« Reply #110 on: October 20, 2017, 04:33:53 PM »

Yes. I think all the fractal software started like this. And the good fractal software is one which was developed for years. I don't know if the first UF, fragmentarium or M3D realy was so good.
So at start MVP would be enought. Especialy one made that it can be further modificated and added mods and features. That is modal.
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Mrz00m
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« Reply #111 on: November 04, 2017, 01:19:50 PM »

Sounds awesome, keep it up. If you want to make high quality mesh from the iso-surfaces, I suggest that the best way is to do similar to the image stack/voxel export, except with 1 extra step of maths for every cube to achieve 3 magnitudes higher precision and no aliasing...

instead of of a B/W map for every voxel of the mesh, use a 8 bit floating point value. If you an export 8bit grey images from MB3D instead of black white, I can do the rest, I will code you a meshing program...

From the 8 bit values of every point sampled, you can compare the 8 axis neighbor points and place a precise boundary point by inferring the position closes to the iso-surface... I figure a greyscale 8bit export of the images from the ISO to make mesh would have to use 0.5 grey value where tje the iso equation has a 0 value.

export greyscale image stacks is perhaps the way forwards, which gives awesome mesh potential, and gives the MB3D coder very little work.
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