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Author Topic: Hello from Switzerland! :D  (Read 1821 times)
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elphinstone
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mattia.gollub
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« Reply #15 on: April 08, 2013, 02:08:33 PM »

Everyone loves Switzerland except swiss people grin Well, I like my country, but my dream is to live near some fiord in Norway!

I already considered using assembly (eypecially because of SSE, compilers are not very smart with those instructions), but this would imply writing specific code for both CPU and GPU. As far as I know Mandelbulb3D doesn't use the GPU, so it doesn't have to worry about this aspect.

I'm currently working with a friend at the university. Currently we are still in the design phase. As soon as we get something working I'll post in the Fractal Software section.
In the meantime every suggestion/requet is welcome!
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Alef
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« Reply #16 on: April 17, 2013, 02:50:13 PM »

There is too much rain and not anought sun;)

I think Idealy 3D fractal generator should have:

Hybridisation, coz (in M3D) it's the most fun feature. The most popular alternation is pretty simple, execute one formula, then another, then third, then again first one.

Formula parser or compiler as in Fragmentarium or Chaos Pro, for an advanced users to explore formulas. I just had one formula, but since assambler is beyond my skills, and writing formula for M3D is like hacking I can't explore them in good raytracer http://www.fractalforums.com/new-theories-and-research/swirlbox/ . And then there is mandelX about whome everyone are exited. http://www.fractalforums.com/new-theories-and-research/an-interesting-fractal-the-mandelex-%28inspired-by-the-box%29/

And good enought colour algorithm unlike of fragmentarium, so that colour would be pallete based, preferably fractints .map files or of some another established fractal generated fractal generator with hudge database. M3D colours are pallete based, but it uses it's own format, so it had just a few colour palettes until I did additional 77;) Then alsou compiler for a colour methods, so colour formulas alsou could be explored like it is in Chaos Pro, which works with most of Ultra Fractal's colour formulas from it's hudge database.
Or maybe colours could be abandoned altogether, and a texture could be used instead as in all normal 3D.

Good enought tools to zoom or move to the fractal, something in between M3D and Chaos Pro could be good.

That is 6 features, if fast GPU rendering is included, then 7. Or simpler: hybridisation, compiler, colours / textures and GPU.

It looks as large list, but then everything must not appear simulatenuesly, and if it's posted, some other developers could notice;)
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Holgram
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« Reply #17 on: April 18, 2013, 01:17:15 AM »

I agree with Alef but also would like to see optimized use of all resources of all the computers in the network.
For now ultra fractal is the only one with some networking(no GPU at all).
And I would suggest ditching ray tracing and using the faster and more pleasing to the eye radiosity algorithms.
Specifically stochastic galerkin method radiosity illumination gives incredibly pleasing results.
And stochastic ray method radiosity eats up no more render time than the standard algorithm
There is also a two pass radiosity and ray tracer method that handles diffuse as well as specular reflections and transparency but is definitely not necessary in my opinion.
If you decide to go with radiosity you could also increase calculation time drastically by ditching the coloring algorithms(as Alef suggested) as well and using texture mapping.
Also it seems that meshes that are specified in advance give much less noise in the final image with the radiosity method.
Some links on radiosity:
http://en.wikipedia.org/wiki/Radiosity_(computer_graphics)
http://www.cg.tuwien.ac.at/research/rendering/rays-radio/
http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm
Texture mapping:
http://en.wikipedia.org/wiki/Texture_mapping
It is just a suggestion and I will add more links if interested.
« Last Edit: April 18, 2013, 12:12:45 PM by Holgram » Logged
elphinstone
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« Reply #18 on: April 18, 2013, 11:15:28 AM »

Thank you all for the advices!

So, what there WILL be:
  • Mixed CPU / GPU rendering
  • User programmale pipeline. The user can write custom script for: DE, bruteforce raymarcher, shading, postprocessing.
  • Hybridisation (via scripts)
  • Nice GUI. A friend of mine is doing a great job with Qt!

What there will be in LATER releases:
  • Network rendering
  • Color palette
  • Hybridisation (via GUI)
  • Movie rendering
  • ...(keep on suggesting!)

What is still open:
  • Arbitrary precision. Useful, but could introduce huge slowdown
  • Alternative rendering engines
  • Textures, both static and procedural
  • ...

Radiosity looks very interesting, but at the moment I don't think I can implement it. It works only on patches (meshes), and I think it will be too expensive to generate meshes from procedural formulas with enough resolution... But if you have more resources I'm happy to read them and do some investigation! (for personal interest too) smiley

I'm considering starting a thread or a blog about the development... I Will keep you updated!
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eiffie
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« Reply #19 on: April 18, 2013, 05:47:18 PM »

Great to hear it is taking some shape! The GUI hybrids will be important if you want the more artistic users to adopt it but I will be happy with the first release.
Think about how users will swap scripts etc. Make it a fun experience with browsing and top 10 (if you can find server space). If not we will do it here I am sure.
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cKleinhuis
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« Reply #20 on: April 18, 2013, 06:18:33 PM »

about the hybridisation and gui

in my eyes many many many possibilities must be considered there, some kind of node system might be handy for such ...

consider the following:

lets think of we have
formula a and
formula b

all the following combinations must be covered with the gui:

abababababa.... ( plain alternation, 1xa + 1xb )
bababababab.... ( plain alternation, 1xb + 1xa )
aabaabaabaab... ( alternation with amounts: 2xa + 1xb )
abbabbabbabb... ( alternation with amounts: 1xa+2xb)

dont forget, ordering is crucial....

and any combination of such, meaning to repeat a combination forever,
but such combinations should be as well doable with the hybrid editor:

aaaaaaaaaaab.... ( begin with a for n steps, continue with b)
bbbbbbbbbba.... (begin with b for n steps, continue with a )

or

aaaaabaaaaa.... ( place formula b at a certain iteration, continue with formula a )
bbbbbabbbb.... ( continue with formula b )

or the complete arbitrary placement of formulas:

aabaaaaaba.... (continue in any manner, basically allow each iteration to use a different formula)

the organisation of such might be very time consuming and slowing down a final render, but hey, the result is what counts wink

AND NOW COMES THE MOST CRUCIAL PART:

any hybrid has to be selectable/saveable as new base formula!!!!

« Last Edit: April 18, 2013, 06:21:29 PM by cKleinhuis » Logged

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Alef
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« Reply #21 on: April 18, 2013, 06:46:48 PM »

Quote
any hybrid has to be selectable/saveable as new base formula!!!!
I think, if there would be a compiler, you can just ad it to a code.
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eiffie
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« Reply #22 on: April 18, 2013, 07:17:13 PM »

Right Alef and that is what the first version MAY allow but we are talking about how to make it usable for non-coders.
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elphinstone
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« Reply #23 on: April 21, 2013, 01:18:02 PM »

Guys, you are making it difficult... I like it!  grin

I understand importance of hybrids. cKleinhuis, your post is very helpfu and gave me the idea for a very powerful approach. A challenging problem is that OpenCL doesn't has function pointers (WHY?? CUDA has them and AMD already has hardware support  angry ), so it's hard to find a "clean" solution... I'm afraid the application will have to "copy&paste" formulas, resulting in huge scripts.

As I said I started a blog https://synthverse.wordpress.com/ where I will talk about the development of SYN (yep! now it has a name!), fractals, procedural generation and computer graphics.

But until now I talked a lot but programmed very little. Enough words for now! I'll be back when I have something working to show! wink
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Holgram
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« Reply #24 on: April 23, 2013, 12:44:14 PM »

I am sorry for the late reply.
It seems to illuminate a fractal surface using the Radiocity method we have to approximate a mesh using polygons. Assign a coefficient to the polygon dualities depending on how much they see each other(depending on the distance and angle) and using the the Radiocity equations solve the arising system of linear equations. The biggest problem here is that to exactly solve the system of linear equations with the magnitude of n we would need to process n^3.  Meaning if the scene we would like to render is expressed by a million polygons, the amount of processing that needs to be done is around 10^18. Of course we wouldn't want to compromise the amount of polygons (would reduce image quality). But we don't have to solve the system of linear equations exactly. We could use Gauss-Seidel type iterative methods. I hope that makes sense I am no programmer(but i might work on a Radiocity engine myself).  grin

I also like the idea of arbitrary precision.
« Last Edit: April 30, 2013, 10:13:36 AM by Holgram » Logged
Alef
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« Reply #25 on: April 25, 2013, 05:40:38 PM »

I am sorry for the late reply.
It seems to illuminate a fractal surface using the Radiocity method we have to approximate a mesh using polygons.
There are no poligons. 3D fractal is made of voxels, a 3D pixels. They are converted to poligons when folks whan't to print them.

IMHO hybridisation is not so simple. There are diferent types of constituents.
1. fractal formula like mandelbox.
2. transformation of z vector, like trigonometry based rotation of z.
3. pre-transfomations applied to original pixel values (wraping of space).
M3D mixes 2. and 3. together and Ultra Fractal have just 1. and 3.

But I think, placeing fractals together in single scene and mowing around could be very powerfull artistic feature. M3D can place two fractals together by means of de-combination, but it kind of not working so great, becouse then you can't move them, and all fractals tend to be centered about (0,0,0). Alsou just one of combined fractal could be a hybrid. Something like as 3D CAD software works, so you can put a mandelulb as a head on a mandelbox, and then place a 4 long fractals as an arms and legs and render it as single scene with single light settings.

But of corse this would be very hard to make, but could grant great artistic possibilities.
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elphinstone
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« Reply #26 on: May 24, 2013, 01:01:23 AM »

Wow, it has been one month since I last wrote here... I have some news grin

The development continues slower as I expected, but today I got the first images! Here you can find some more details and a screenshot:
https://synthverse.wordpress.com/2013/05/23/syn-first-images/
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stereoman
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« Reply #27 on: May 24, 2013, 11:37:30 AM »

Wow, it has been one month since I last wrote here... I have some news grin

The development continues slower as I expected, but today I got the first images! Here you can find some more details and a screenshot:
https://synthverse.wordpress.com/2013/05/23/syn-first-images/

Can´t wait to put my hands on it, this all sounds very exciting for a non programmer user.
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