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Author Topic: How to burn a few teraflops  (Read 22891 times)
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knighty
Fractal Iambus
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Posts: 819


« Reply #15 on: December 23, 2015, 09:04:13 PM »

You will need to do:
Code:
return length(p) * pow(scale, (float)-n-1.f);
That's because you bail out before incrementing n.
Of course you can increment n before testing for bailout instead.

A slight scaling down (by a factor say .99) would be necessary to avoid some overstepping. Another way to avoid that slight overstepping is to subtract the radius of the bounding sphere from p:
Code:
return (length(p) - Bounding_sphere_radius) * pow(scale, (float)-n-1.f);

In order to save some CPU cycles:
Code:
      float t=dot(p,n);
      if (t>0.0) p-=2.0*t*n;
or
Code:
p-=2.0*max(dot(p,n),0)*n;
are faster than using matrices.

BTW! happy holydays.  smiley
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lycium
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« Reply #16 on: January 09, 2016, 12:37:28 PM »

What a huge speed difference that makes cheesy Thanks for this, I had some fun over the holidays with it:



Happy new year to you too mate!
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lycium
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« Reply #17 on: July 19, 2016, 02:17:45 AM »

just a quick quaternion julia with some motion blur in a little toy gpu ray tracer, click for 4K res:

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lycium
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« Reply #18 on: August 02, 2016, 10:59:03 PM »

another simple quaternion julia, to exercise the new gtx 1070. click for 8K res:

« Last Edit: August 03, 2016, 01:21:42 AM by lycium » Logged

lycium
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« Reply #19 on: August 04, 2016, 02:46:15 PM »

menger sponge, thanks Aexion for the DE formula! sorry for the noise and over-saturation. click for 4K res:

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lycium
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« Reply #20 on: August 15, 2016, 12:28:32 AM »

more stuff... click for high res


(thanks again to Knighty!)


(from the Fragmentarium examples)




some experimental stuff using DEs from Aexion:



« Last Edit: August 15, 2016, 03:52:16 AM by lycium » Logged

lycium
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« Reply #21 on: August 15, 2016, 03:53:58 AM »

8 minutes rendering, 8 bounces diffuse gi, gtx 1070 @ 2ghz (click for 8K)

Edit: removed image, updated with higher quality below
« Last Edit: August 15, 2016, 11:24:31 PM by lycium » Logged

hobold
Fractal Bachius
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Posts: 573


« Reply #22 on: August 15, 2016, 11:57:07 AM »

At that speed, you could conceivably render animations at that same extreme image and lighting quality. Those should end up looking very real.
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knighty
Fractal Iambus
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Posts: 819


« Reply #23 on: August 15, 2016, 04:48:34 PM »

 shocked
 Wow Repeating Zooming Self-Silimilar Thumb Up, by Craig w00t !!
 the wave the wave the wave
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lycium
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« Reply #24 on: August 15, 2016, 11:23:51 PM »

glad you like it knighty, you're the hero of the show here with the awesome kaleidoscopic IFS DE smiley i'd be honoured to render any other fun stuff you'd like to suggest cheesy

hobold, what usually happens in this situation is, i do a deeper zoom / crank up the visual quality until it needs an overnight render wink

updated overnight render, click for 8K:


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knighty
Fractal Iambus
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Posts: 819


« Reply #25 on: August 16, 2016, 05:07:21 PM »

Video plz.
 Sponge Bob looney
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lycium
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« Reply #26 on: August 25, 2016, 02:14:21 AM »

Video plz.

Sorry for the delay, I'm upgrading my little shader editing thing into a full animation editing studio thing smiley I would love to share it with you (privately) someday!
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