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Author Topic: Mandelbulber - Open Source program for rendering high quality Mandelbulbs  (Read 15135 times)
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Buddhi
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« Reply #45 on: May 07, 2010, 07:53:19 PM »

Thanks to Knighty now we have also Windows version of Mandelbulber 0.50.

program: http://sourceforge.net/projects/mandelbulber/

user guide: https://sourceforge.net/projects/mandelbulber/files/Mandelbulber%20user%20guide.pdf/download

Please remember about running install.bat script before first program run
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MarkJayBee
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« Reply #46 on: May 09, 2010, 08:32:27 PM »

Just finished 1st render using new version (0.50) of Mandelbulber.
New lighting setup took a bit of getting used to, but am loving the results and
potential of this application! cheesy

See: http://www.fractalforums.com/index.php?action=gallery;sa=view;id=2356

« Last Edit: May 09, 2010, 08:35:55 PM by MarkJayBee » Logged

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ker2x
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« Reply #47 on: May 12, 2010, 12:42:52 AM »

i'm in love with your software  grin
But i have some trouble to understand how animation work  huh?

edit : just noticed that there is a pdf manual, i'll read it smiley smiley
« Last Edit: May 12, 2010, 10:03:29 AM by ker2x » Logged

often times... there are other approaches which are kinda crappy until you put them in the context of parallel machines
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cbuchner1
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« Reply #48 on: May 13, 2010, 05:05:47 PM »

Now this program is completely GPU unfriendly

Some general advice for GPU friendlyness.

Using structures of Arrays is much faster on GPUs arrays of structures. Or in other words, your array of sComplexImage structs is a worst case for the GPU. I converted it to an a struct of arrays like this

Code:
struct sComplexImage
{
        float *zBuffer;
        unsigned short *shadowsBuf16;
        unsigned short *shadingBuf16;
        unsigned short *specularBuf16;
        sRGB16 *auxLight;
        sRGB16 *auxSpecular;
        unsigned short *glowBuf16;
        sRGB8 *reflectBuf8;
        sRGB16 *ambientBuf16;
        unsigned short *colorIndexBuf16;
        sRGB8 *backgroundBuf8;
        sRGB16 *image;
};


Of course it needs quite a bit more new/delete operators to (re)allocate, but it's worth the cost.

Another thing are the sRGB8 sRGB16 structures, which currently have three elements. Now the GPU can much better work with 4 element vectors, so I am going to use the CUDA native ushort4, uchar4 types here instead.

The above modifications result in much higher speeds of memory access, where one can achieve the full 80GB/sec or so of modern GPUs (some modern ones have even higher bandwidths in excess of 100GB/sec).
« Last Edit: May 13, 2010, 05:12:48 PM by cbuchner1 » Logged
ker2x
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« Reply #49 on: May 13, 2010, 05:32:04 PM »

a cuda version of mandelbulber ?
I'll finally have a good excuse to buy a "Fermi" powered gfx card \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
(en) http://www.blog-gpgpu.com/ , (fr) http://www.keru.org/ ,
Sysadmin & DBA @ http://www.over-blog.com/
Buddhi
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« Reply #50 on: May 13, 2010, 08:08:58 PM »

I received reports about bug in random lights generator. Few minutes ago I have uploaded new Windows version of Mandelbulber with fixed this problem.

http://sourceforge.net/projects/mandelbulber/

Now lights are distributed properly. There was problem with difference in implementation of rand() function between Linux and Windows.

I have also fixed problem with loading settings files created in older versions of Mandelbulber.
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Buddhi
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« Reply #51 on: May 27, 2010, 09:19:15 PM »

I have just published next version (v0.60) of Mandelbulber program for Linux

Download binary and source:
http://sourceforge.net/projects/mandelbulber/

New features:
- added fully configurable Kaleidoscopic IFS formula
- added "Kaleidoscopic IFS" tab in GUI for all IFS parameters

Fixed bugs:
- fixed problem with loading settings files generated in older versions of program (all missing parameters are filled by default values)

Other:
- rewritten all algebraic functions in whole program (all use new CVector3 and CMatrix33 classes)

Please remember about running install script before first program run

Knighty or Makemeunsee, as always I would like to ask you for Windows port


* zrzut_ekranu-1.jpg (235.07 KB, 886x734 - viewed 109 times.)
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Buddhi
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« Reply #52 on: May 27, 2010, 09:23:49 PM »

For Kaleidoscopic IFS I use following formula (code)
Code:
if(par.IFSAbsX) z.x = fabs(z.x);
if(par.IFSAbsY) z.y = fabs(z.y);
if(par.IFSAbsZ) z.z = fabs(z.z);

for (int i = 0; i < IFS_number_of_vectors; i++)
{
if (par.IFSEnabled[i])
{
z = par.IFSRot[i].RotateVector(z);
double length = z.Dot(par.IFSDirection[i]);

if (length < par.IFSDistance[i])
{
z -= par.IFSDirection[i] * 2.0 * (length - par.IFSDistance[i]);
}
}
}
z = par.IFSMainRot.RotateVector(z - par.IFSOffset) + par.IFSOffset;
double length2 = z.Length();
if (length2 < min) min = length2;

z *= par.IFSScale;
z -= par.IFSOffset * (par.IFSScale - 1.0);

r = z.Length();
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cbuchner1
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« Reply #53 on: May 27, 2010, 09:58:41 PM »


Thank you, I've been waiting for this formula   tease

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cKleinhuis
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« Reply #54 on: May 27, 2010, 10:12:57 PM »

@Knighty or Makemeunsee, please hurry wink
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knighty
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« Reply #55 on: May 27, 2010, 10:51:14 PM »

Woohoo! grin
I'll send you the win version ASAP.
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cbuchner1
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Posts: 441


« Reply #56 on: May 27, 2010, 11:13:21 PM »

Woohoo! grin
I'll send you the win version ASAP.

Knighty for the win!  cheesy
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knighty
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« Reply #57 on: May 27, 2010, 11:53:41 PM »

Lool. I meant win32 version.
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Buddhi
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« Reply #58 on: May 28, 2010, 10:04:35 PM »

Now there is also available Mandelbulber 0.60 win32 for download.
http://sourceforge.net/projects/mandelbulber/

Thank you Knighty.

Please remember about running install script before first program run
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Buddhi
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« Reply #59 on: June 03, 2010, 05:43:49 PM »

Many people waited for making animation using key-frames in Mandelbulber. Now I can announce that I have done it.

I have just released Mandelbulber 0.70 for Linux

http://sourceforge.net/projects/mandelbulber/

New features:
- Making animation using key-frames with Catmull-Rom spline interpolation
- saving images in PNG, PNG 16-bit, and PNG 16-bit with alpha channel
- all fractal formulas can be mixed with IFS Kaleidoscopic formula (Kaleidoscopic IFS Folding mode)
- all shaders was updated for generating alpha channel

Example animation with key-frames
<a href="http://www.youtube.com/v/byCpJ82DXJQ&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/byCpJ82DXJQ&rel=1&fs=1&hd=1</a>
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