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Author Topic: 3D Anti-buddhabrot  (Read 3251 times)
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ker2x
Fractal Molossus
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Posts: 795


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« on: July 28, 2014, 08:59:51 PM »

Awefull processing code  :smiley

10 millions point at 30fps, video incoming  grin

Code:
import javax.media.opengl.GL2;
import java.nio.*;
 
int nvert = 10000000;
int SIZEOF_INT = Integer.SIZE / 8;
int SIZEOF_FLOAT = Float.SIZE / 8;

final int MINITER = 20;
final int MAXITER = 400;
final float P_ALPHA = 0.1;
final float p = 2.0;

int step, oldstep = 0;

float[][] pts = new float[MAXITER+1][3];
 
PGL pgl;
 
IntBuffer vboName;
FloatBuffer vertData;
 
void setup() {
  size(1600, 1200, P3D);
  frameRate(2000);
 
  createGeometry();
  initVBO();
}
 
void draw() {
  background(0);
 
  translate(width/2, height/2,-1000);
  rotateY(frameCount * 0.001);
  
  pgl = beginPGL();
  GL2 gl2 = ((PJOGL)pgl).gl.getGL2();
 
  pgl.bindBuffer(PGL.ARRAY_BUFFER, vboName.get(0));
  gl2.glEnableClientState(GL2.GL_VERTEX_ARRAY);
  gl2.glEnableClientState(GL2.GL_COLOR_ARRAY);
 
  gl2.glVertexPointer(3, PGL.FLOAT, 7 * SIZEOF_FLOAT, 0);
  gl2.glColorPointer(4, PGL.FLOAT, 7 * SIZEOF_FLOAT, 3 * SIZEOF_FLOAT);
 
  pgl.drawArrays(PGL.POINTS, 0, nvert);
 
  gl2.glDisableClientState(GL2.GL_VERTEX_ARRAY);
  gl2.glDisableClientState(GL2.GL_COLOR_ARRAY);
  pgl.bindBuffer(PGL.ARRAY_BUFFER, 0);
 
  endPGL();
 
  if (frameCount % 60 == 0) println("fps: " + frameRate);
}
 
void createGeometry() {
  float[] temp = new float[nvert * 7];
 
  for (int n = 0; n < nvert; n++) {

    boolean needrefresh = false;

    while(!needrefresh) {
    float x,y,z,nx,ny,nz,r,r2p,th,ph = 0.0;  
    int iter = 0;

    x = random(-2.0,2.0);
    y = random(-2.0,2.0);
    z = random(-2.0,2.0);

    iter = 0;
    r = 0.0;
    nx = x;
    ny = y;
    nz = z;
    r=sqrt(x*x+y*y+z*z);
    th=atan(y/x)*p;
    ph=asin(z/r)*p;
  
    while(iter<MAXITER && r<2.0 && nx!=0.0 && r!=0.0 && nx!=-0.0 && r!=-0.0) {
      r2p = pow(r,p);
      th=atan(ny/nx)*p;
      ph=asin(nz/r)*p;
      
      nx=r2p*cos(ph)*cos(th)+x;
      ny=r2p*cos(ph)*sin(th)+y;
      nz=r2p*sin(ph)+z;
      
      pts[iter][0] = nx;
      pts[iter][1] = ny;
      pts[iter][2] = nz;
      r=sqrt(nx*nx+ny*ny+nz*nz);
      iter++;
    }
    
    if(r<2.0 && iter > MINITER) {
      for(int i = MINITER; i < iter && n < nvert-1 ; i++) {
        if(pts[i][0]*pts[i][0] + pts[i][1]*pts[i][1] + pts[i][2]*pts[i][2] < 4) {
          // position
          temp[n * 7 + 0] = pts[i][0]*(width/2.0);
          temp[n * 7 + 1] = pts[i][1]*(width/2.0);
          temp[n * 7 + 2] = pts[i][2]*(width/2.0);
 
          // color
          temp[n * 7 + 3] = abs(pts[0][0]);
          temp[n * 7 + 4] = abs(pts[0][1]);
          temp[n * 7 + 5] = abs(pts[0][2]);
          temp[n * 7 + 6] = 0.8;
          n++;
        }
      }
      needrefresh = true;      
    }
    }        
  }
 
  vertData = allocateDirectFloatBuffer(nvert * 7);
  vertData.rewind();
  vertData.put(temp);
  vertData.position(0);
}
 
void initVBO() {
  vboName = allocateDirectIntBuffer(1);
  pgl = beginPGL();
  pgl.genBuffers(1, vboName);
  pgl.bindBuffer(PGL.ARRAY_BUFFER, vboName.get(0));
  pgl.bufferData(PGL.ARRAY_BUFFER, nvert * 7 * SIZEOF_FLOAT, vertData, PGL.STATIC_DRAW);
  pgl.bindBuffer(PGL.ARRAY_BUFFER, 0);
  endPGL();
}
 
IntBuffer allocateDirectIntBuffer(int n) {
  return ByteBuffer.allocateDirect(n * SIZEOF_INT).order(ByteOrder.nativeOrder()).asIntBuffer();
}
 
FloatBuffer allocateDirectFloatBuffer(int n) {
  return ByteBuffer.allocateDirect(n * SIZEOF_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
}
Logged

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/
ker2x
Fractal Molossus
**
Posts: 795


WWW
« Reply #1 on: July 28, 2014, 09:06:48 PM »

Here it is :
<a href="http://www.youtube.com/v/0d7J1nwja4k&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/0d7J1nwja4k&rel=1&fs=1&hd=1</a>

Enjoy 1440p smiley
« Last Edit: July 28, 2014, 09:42:25 PM by ker2x » Logged

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/
kram1032
Fractal Senior
******
Posts: 1863


« Reply #2 on: July 28, 2014, 09:34:18 PM »

Pretty cheesy
This could easily be some system of bloodvessels or a connectome image (an image of the connections in a brian)
This actually looks much closer to what you might think of as a 3D mandlebrot set "holygrail" than most other works I've seen thus far. Very fine and spindly. I suppose those fine hair basically are the equivalent of whipped cream surfaces though.
I'd love to see one with more details. But I'm assuming this is a beast to render.
Btw, if you want it embedded instead of just linked, do the expanded link. The plugin this forum is using somehow doesn't recognize shortened YouTube links.
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ker2x
Fractal Molossus
**
Posts: 795


WWW
« Reply #3 on: July 28, 2014, 09:47:18 PM »

Pretty cheesy
This could easily be some system of bloodvessels or a connectome image (an image of the connections in a brian)
This actually looks much closer to what you might think of as a 3D mandlebrot set "holygrail" than most other works I've seen thus far. Very fine and spindly. I suppose those fine hair basically are the equivalent of whipped cream surfaces though.
I'd love to see one with more details. But I'm assuming this is a beast to render.
Btw, if you want it embedded instead of just linked, do the expanded link. The plugin this forum is using somehow doesn't recognize shortened YouTube links.

Thx for the tips (it doesn't like https too) smiley
Yes, the algorithm is a good old one, nothing new here.
It's a beast to render indeed. I think i can do some improvements however.

The older version used ~6GB of memory  huh?
The new version use less memory ("only" 600MB) but it's rendered in one step (a few mn)... not fun at all  snore
Logged

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/
ker2x
Fractal Molossus
**
Posts: 795


WWW
« Reply #4 on: July 28, 2014, 09:58:07 PM »

The (anti-anti) buddhabrot version :

<a href="http://www.youtube.com/v/iPp781NtSFQ&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/iPp781NtSFQ&rel=1&fs=1&hd=1</a>
Logged

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/
kram1032
Fractal Senior
******
Posts: 1863


« Reply #5 on: July 29, 2014, 12:32:02 PM »

what do you mean by "Anti-anti-buddhabrot"?
Looks nice too
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ker2x
Fractal Molossus
**
Posts: 795


WWW
« Reply #6 on: July 29, 2014, 03:50:36 PM »

a regular buddhabrot, where you plot the orbit that escape smiley
Logged

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/
knighty
Fractal Iambus
***
Posts: 819


« Reply #7 on: July 29, 2014, 06:57:45 PM »

 head batting Obviously... LOL!  rolling on floor laughing
Impressive work BTW!
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