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Author Topic: Actual 3D newton fractals  (Read 1608 times)
Description: A natural extension of complex newton fractals to 3 dimensions
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cKleinhuis
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« Reply #15 on: January 20, 2013, 11:34:41 AM »

first: [ latext ] can be used in postings

second: never use == on comparing floats or doubles, i think you run into a classical instability problem of floating point representation here wink

use a small delta bias to check if it is so close to zero as you like wink

just my five cents!
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Pauldelbrot
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pderbyshire2
« Reply #16 on: January 20, 2013, 03:39:26 PM »

What about this? Compute the gradient vector g at x, then compute x - gF(x)/|g|2. That moves x in the direction opposite g and moves it a distance equal to F(x)/|g|.

In your example, (1,0.01) is now moved by (-1,-0.01) divided by the square root of 1.01, so almost right onto zero.
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David Makin
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« Reply #17 on: January 20, 2013, 05:22:13 PM »

One problem with using methods that converge faster/better than Newton's is (as already mentioned) that you lose any fractal detail - in fact I think I remember trying one myself (Householder's?) and got 3 perfect triangles with straight edges !!

Maybe the extension to general 2D using Jacobian methods can be extended to 3D ?

Edit: Of course the Jacobian does get a little messy using 3 dimensions instead of 2 wink

See my "Multivariable Newton" formula in mmf3.ufm for Ultra Fractal which essentially gives the Newton for any system of 2 reals - actually it would of course be easy to convert to any system of 2 complex wink (Which of course gives us 4 dimensions to play with without too much difficulty)

Example:

Code:
GeneralNewton {
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  uBFwAe484jz8xhDl0w4WWzvvdTUkVZbE04/UoFGWzPEntd64ozqK7R6jplRHFq6jWaxjFRNs
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  yUNUen+NhpGcGUja6GB+PPPrYXCiyqSCl817LxYP2dGKI6sYAWNOIej1MKo/cwyMWvme1koh
  +5ONoTbH84A6xa3IoJ7T8rH4ModgsDXOc2jzaUOdek8Y7hZ48NoMc+GQwcD4efuNoqbZUdHI
  2b6qG5WYRAFRj00Z9GZ6ak0BJbA1WKx9PcYsnEJ/lUToqKYf9RLrE1GhgmBy1XJ7rgkd5ugf
  3l1rL5I2+45Th9hPvIMlG2S+EqL1ZMle/iyM08S0poLZenBfyCYlBavn4UfYFtM03DhwAnLu
  AjPAnt5LBkvKdADNPgCmLJXnC+dLkyHohicO3RZoyiLQiAVsE6BHW5r5nDo0ALgJyiJHWFOU
  LcMhHBWVlcUzDHySpeiCNM4RBKOqhGrKvh5LrqvsKcGCOnej9rXiWvN6pbD/1xapay3/g70t
  Qd9SId5dCp07LXOh9qBuoeK04ylzLS1rSSspIo8ioca+GEu4+8F39ib3o0DQfrf2rhpHkwAE
  dnWsdDcl+jmaUaBz8hJK8m4rHnIv/rT2PraUsYfWEm4F/CcOUxMVRwl432Ff1EFSapLzqYj2
  uwJXf3ZYLTXOWR6SOWVLCkqT0XPOZySxhbMcJXQfhBD16sHDXp7bUWaqznumK3syfgIhSwNz
  wVcc1Z/zM5JL0YTXtz//qyPIc4k4cwfcKhXCOvXHZY6Pbo5LhDWcR4MdZ2aYgJ/qam/xim/f
  La+NVNf94FGFWtOAzvELrwlsL0S83HHsRY9wwHqwjB+K5smw4g/lkahuiJRgow4C5/j24fk3
  4rEH/Kmjfh64Xzd8bJP+NsHmWwjaDilQf/V2gCetl96wnUw7j7/EKZEsm7+Nyd3F6Af3/KQy
  Oc0jq338XbYVKIvc94DtYririV6KxEN7xIow7M0HyfMPn8YQNhcIonkCyFZZBDpJuJYeblFl
  HKILIVuGS5hM4LWCfNw17LUcenTW/Wh088tb+XwTDleV
}

« Last Edit: January 21, 2013, 10:04:05 AM by David Makin » Logged

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Kabuto
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« Reply #18 on: January 21, 2013, 07:37:23 PM »

What about this? Compute the gradient vector g at x, then compute x - gF(x)/|g|2. That moves x in the direction opposite g and moves it a distance equal to F(x)/|g|.

In your example, (1,0.01) is now moved by (-1,-0.01) divided by the square root of 1.01, so almost right onto zero.
That's exactly the method this thread is about :-)
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Pauldelbrot
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pderbyshire2
« Reply #19 on: January 22, 2013, 01:04:53 AM »

Is it? Then there's a few extra absolute bars in your OP. smiley
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