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Author Topic: An old formula revised  (Read 26654 times)
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M Benesi
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« on: March 10, 2011, 10:59:42 PM »

  So, a long time ago, in a fractal deep deep in zoom, I came up with a formula (while searching for the elusive grail).  Recently, for the hell of it, I started messing with it again.  

  I fiddled with it <the formula> a bit and got it.. a little crisper.  
4th order (2 types, the first is the original posting, the 2nd is the improved formula, although the straight on shot doesn't show how much more awesome the formula is.   The 2nd formula is better to zoom into, although the first variation has its moments.):
Click to view bigger in new tab:


  1st image is a zoom into the first tower (straight ahead) of the second formula, 2nd image is from the newest formula variation... even betterer  (click 'em to biggify):


  Here are a few z^2, slightly interesting areas (last one is incomplete render.. gotta stop fur da' night)... gotta explore a bit more and get the tower tomorrow:


  I can't really tell which is "better"..... for now.  Jeez... if only there was some mathematical way to determine which is better...  cheesy  
  Mag vs. xyz  improved... more images follow.
This is a 5th order (first formula from above, not the zoomin formula)... see if you can pick out the differences from the 4th order above.

« Last Edit: March 11, 2011, 07:37:24 AM by M Benesi » Logged

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« Reply #1 on: March 11, 2011, 11:24:22 AM »

I think this one is beautiful Benesi! (from an artistic viewpoint  afro )
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M Benesi
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« Reply #2 on: March 12, 2011, 02:39:45 AM »

Thanks man, I like it too.  Reminds me of an arcane tower with those strange symbols around its base.  It doesn't look too great when enlarged, but if I re-rendered it with another iteration and enlarged it, then shrank it down to something smaller it might look really cool.  

  Anyways, changed the formula yet again and got something wicked cool.  Working on a first z^2 at the moment, gotta explore this new variant.  Way awesomer...  so I'll retry that tower with it.  cheesy

  Blehh.. New variant isn't way awesomer..   

Here is something from the.. tightest variant.. or maybe not the tightest.. can't decide... But you can zoom into it deeeeppply and find replicating structures- very similar yet changed.  so... who knows.  Also a zoom into the top of one of the pillars of the 4th order below (next set of images), it also happens to be a top down view of the pillar in the image beside it although the color scheme is a bit different and.. well, I forget the rest (weird how flat it looks...  but it isn't... ).
Click to biggify in a new tab:

Here are a z^2,z^3,z^4 straight down on the structures... or something like that... with decent color assignment (in my opinion), as always, click to biggify in a new tab:


« Last Edit: March 12, 2011, 09:56:30 AM by M Benesi » Logged

DarkBeam
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« Reply #3 on: March 13, 2011, 12:02:07 AM »

Heyy please leave us the formula for porting in MB
Cheers wink
Luca
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M Benesi
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« Reply #4 on: March 13, 2011, 02:00:16 AM »

  The formula is a bit.. interesting. If you recall the second formula I PM'ed you a few days back, it's based on that one, but a modified version.  The second formula (that I sent you) wasn't that great- it had some interesting properties, but was very stretched and chaotic, in addition to being hard to zoom into without using a realllllly high resolution check.

  Something I'd like to see is a switch (boolean check box) to change between 2 modes (I haven't looked into programming for MB 3d, don't know if I need the source and gotta compile or what).... anyways, if you'd include it, I'd like it.  

  An additional note:  I allow myself the option to set c (c=pi/2 for exploring... but....).  You can stretch the fractal in various ways (setting c lower, closer to sqrt 2 makes the pillars taller, setting c higher makes things flatter- although you can get interesting details by using a higher c in the southern quadrant.  

Code:
  //initialization - only need to do this part once per pixel, but you can repeat it if you like to do extra steps.. 
// really, it's up to you

c=pi/2;

a=n*c;    //  n is your z^n thingy... called n
b=c^(3-n);     // sometimes I use b*[(n-1)^-1] but just do the main one there

// iteration part

r=(x^2+y^2+z^2);

r1=(x^2*b+r)^(n/2);    //changed it after DarkBeam pointed out formula didn't work
r2=(y^2*b+r)^(n/2);   //   was x*b, y*b, z*b when it should have been
r3=(z^2*b+r)^(n/2);   //  x^2 * b, y^2*b, and z^2 *b in the magnitudes...  like it is in my formula... lol

r=sqrt(r);

theta= atan2 (abs (x) * a + flip (r));  //atan2 is the arg function for gettin' yer angles..
phi= atan2 (abs (y) * a + flip (r));  //  flip changes the real value r to the imaginary value to use with
tango= atan2 (abs (z) * a + flip (r));  // the function atan2.   In other words, the flipped part is imaginary

new_x= r1 * cos (theta * n);
new_y= r2 * cos (phi * n);
new_z= r3 * cos (tango * n);

//  now here is the part where I want the switch thrown in, before you add in the pixel or Julia components
//  You might want to disable the switch for n=4,8,12... because it makes discontinuous fractals...
//  but I think I just coded it for you below... anyways..

if (switch) {
if (n==2) {
if (pixelr>0 && x*a>r) { // pixelr is the x component of the pixel
nx=-nx;
}
if (pixeli>0 && y*a>r) { // pixeli is the y component of the pixel
ny=-ny;
}
if (pixelj>0 && z*a>r) { // pixelj is the z component of the pixel
nz=-nz;
}
} else if (n != 4 && n!==8 && n!=12) {   // you know... nobody is every gonna use n>15, just like we
if (pixelr>0 && x>0) { // will never need more than 640k on a computer, so we
nx=-nx; // don't have to make lots of ! statements..
} //  !=  means does not equal... in case of questions..
if (pixeli>0 && y>0) { //  && means logical and....  maybe you don't need the n!=12?
ny=-ny;
}
if (pixelj>0 && z>0) {
nz=-nz;
}
}
}

// now add in your pixel or Julia components... measure bail, etc.
// make sure you check squares (for bailout) instead of absolute values of new components,
// it makes a smoother nicer looking fractal..

 That should be it.. if I didn't forget something important... which happens.  

  The switch is pretty cool for the z^2... makes certain areas interesting.  More boring for the higher n z^n, as I prefer the sharpness of the regular version, but it's really up to the person doing the spelunking....

  Here is a z^2 tree, at the -,-,- point; followed by 2 switched mode z^2 at the +,+,- area (one viewed down from above, one viewed towards the point), as always, click to biggify:


  Here is the z^2 southern quadrant [(-,-,-) on the -z side] and a z^2 julia:


  Later, the z^4 southern quadrant, with a cavern....  ... and here it is;  update: added another one:


  And this is right above the 2 holed one above... you can spelunk in the holes if you want...
« Last Edit: March 13, 2011, 08:18:37 PM by M Benesi » Logged

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« Reply #5 on: March 13, 2011, 09:06:49 AM »

Big thanks, I will try to implement this "monster" cheesy

 //initialization - only need to do this part once per pixel, but you can repeat it if you like to do extra steps..
// really, it's up to you

   // c=pi/2; -> this will be user defined

   a=n*c;    //  n is your z^n thingy... called n
   b=c^(3-n);     // sometimes I use b*[(n-1)^-1] but just do the main one there

// iteration part

   r=sqrt(x^2+y^2+z^2); // since r^2 is used only once I prefer this

   theta=   atan2 (abs (x) * a + flip (r));  //atan2 is the arg function for gettin' yer angles..
   phi=   atan2 (abs (y) * a + flip (r));  //  flip changes the real value r to the imaginary value to use with
   tango=   atan2 (abs (z) * a + flip (r));  // the function atan2.   In other words, the flipped part is imaginary
        // note that atan2(x,y) = atan(y,x) smiley - at least in assembly

   new_x=(x*b+r*r)^(n/2); // Moved here  - in assembly too many variables cause trouble
   new_x= new_x * cos (theta * n); // so I prefer to recycle new_x and not to introduce another variable
   new_y=(y*b+r*r)^(n/2);
   new_y= new_y * cos (phi * n);
   new_z=(z*b+r*r)^(n/2);
   new_z= new_z * cos (tango * n);      
   //r=sqrt(r);


//  now here is the part where I want the switch thrown in, before you add in the pixel or Julia components
//  You might want to disable the switch for n=4,8,12... because it makes discontinuous fractals...
//  but I think I just coded it for you below... anyways..

   if (switch) {
      if (n==2) {
         if (Cx>0 && x*a>r) {
            nx=-nx; // who is "nx"? new_x? smiley
// in MB we call components Cx, Cy, Cz

         }
         if (Cy>0 && y*a>r) {
            ny=-ny;
         }
         if (Cz>0 && z*a>r) {
            nz=-nz;
         }
      } else if (n != 4 && n!==8 && n!=12) {      // you know... nobody is every gonna use n>15, just like we
         if (Cx>0 && x>0) {         // will never need more than 640k on a computer, so we
            nx=-nx;            // don't have to make lots of ! statements..
         }                  //  !=  means does not equal... in case of questions..
         if (Cy>0 && y>0) {         //  && means logical and....  maybe you don't need the n!=12?
            ny=-ny;
         }
         if (Cz>0 && z>0) {
            nz=-nz;
         }
      }
   }

// now add in your pixel or Julia components... measure bail, etc.
// make sure you check squares (for bailout) instead of absolute values of new components,
// it makes a smoother nicer looking fractal..
« Last Edit: March 13, 2011, 09:37:28 AM by DarkBeam » Logged

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DarkBeam
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« Reply #6 on: March 13, 2011, 05:23:45 PM »

Nothing, it does not work. sad

Probably I mistaken some codes?
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M Benesi
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« Reply #7 on: March 13, 2011, 07:58:52 PM »

Nothing, it does not work. sad

Probably I mistaken some codes?

  The code you posted looks all right... but I could have missed something...  and I see it!  It was a mistake in the code I posted for you... which I just corrected (with a note):

  new_x=(x*b+r*r)^(n/2);
   new_x= new_x * cos (theta * n);
   new_y=(y*b+r*r)^(n/2);
   new_y= new_y * cos (phi * n);
   new_z=(z*b+r*r)^(n/2);
   new_z= new_z * cos (tango * n);      

  Bold parts should be:
new_x=(x*x*b+r*r)^(n/2);      //x^2*b + r^2...  instead of x*b...
new_y=(y*y*b+r*r)^(n/2);     //y^2*b...           instead of y*b....
new_z=(z*z*b+r*r)^(n/2);     //z^2 *b....  you get it ... smiley

  Then your pixel or Julia components (after switch check...).


Big thanks, I will try to implement this "monster" cheesy
It is a big booger, ehh?

   // c=pi/2; -> this will be user defined

  Can you set it up to default to pi/2 so users don't have to guess what value is best?

pi/2= 1.5707963267948966192313216916398  more or less.. use as many digits as you like, I can give you more:

Code:
pi/2=  1.5707963267948966192313216916397514420985846996875529104874722961539082031431044993140174126710585339910740432566411533235469223047752911158626797040642405587251420513509692605527798223114744774651909822144054878329667230642378241168933915826356009545728242834617301743052271633241066968036301245706368622935033031577940874407604604814146270458576821839462951800056652652744102332606920734759707558047165286351828797959765460930586909663058965525592740372311899813747836759428763624456139690915059745649168366812203283215430106974731976123685953510899304718513852696085881465883761923374092338347025660002840635726317804138928856713788948045868185893607342204506124767150732747926855253961398446294617710099780560645109804320172090799068148873856549802593536056749999991864890249755298658664080481592975122297276734541513212611541266723425176309655940855050015689193764432937666041907103085888345736517991267452143777343655797814319411768937968759788909288902660856134033065009639383055979546082100994690476286005327429316394329680766909139841151509760176509264844978868112997069456248608876417395657577874286212270753479754147665584308639279445375491908773187324696596275302004638508355695049244120064291808017818538300523550909714777980994733839187247241276898873634235520237673231040233421295347456466568385144945760523760810284830120290190750967556266912150177938201237482366319570996363021349613983911773908180046708608206099622931575151430914872778533749192527472942934634978454636053987546514776605826724936013779801182403327495599409173988767831849037132712639312759092087873364454888863969000408235300080726245960866086073861750707209867842740806805786762760667378709247342192616619536970716672738812084312594917847427810496096110921362751271284438358952473008267334024943136163958930428921919139839883407270504769418931804753400321125626025586964924480420642443134728021209826425111053305931533721393110195974725235618568934804781821859586437338823287869812069454329163229979066952390137950497328820394756347341991762978549129113102612447

   
            nx=-nx; // who is "nx"? new_x? smiley

   Lol.. yeah, nx is new_x... sorry about that.  I space out sometimes- I don't write out new_x, new_y, new_z in my formulas- I use nx,ny,nz...  and for the starting x,y, and z I use sx, sy, and sz (if I space out again).  

   
   // in MB we call components Cx, Cy, Cz

 I think I saw Jesse use Cx, Cy, and Cz before.. about 10 days ago.  sheesh...  

« Last Edit: March 13, 2011, 08:20:53 PM by M Benesi » Logged

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« Reply #8 on: March 13, 2011, 08:24:37 PM »

 The code you posted looks all right... but I could have missed something...  and I see it!  It was a mistake in the code I posted for you... which I just corrected (with a note):

  new_x=(x*b+r*r)^(n/2);
   new_x= new_x * cos (theta * n);
   new_y=(y*b+r*r)^(n/2);
   new_y= new_y * cos (phi * n);
   new_z=(z*b+r*r)^(n/2);
   new_z= new_z * cos (tango * n);      

  Bold parts should be:
new_x=(x*x*b+r*r)^(n/2);      //x^2*b + r^2...  instead of x*b...
new_y=(y*y*b+r*r)^(n/2);     //y^2*b...           instead of y*b....
new_z=(z*z*b+r*r)^(n/2);     //z^2 *b....  you get it ... smiley

  Then your pixel or Julia components (after switch check...).


Tonight i'm gonna kill you... fiery tease

I lost an entire day behind this formula cry

Check it again very accurately, so I can re-code it safely. Coding formulas in assembly is really hard but if you write em wrong!... fiery
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DarkBeam
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« Reply #9 on: March 13, 2011, 08:53:31 PM »

For now, it looks like this.  shocked


* UKK.jpg (70.8 KB, 724x653 - viewed 596 times.)
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M Benesi
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« Reply #10 on: March 14, 2011, 01:00:49 AM »

  I don't know what it is.  I'll look through it carefully.  

  My code, without the switch at the end, and NOT re-written to make it easier.  I re-wrote it before and missed that one squaring part...  I'll re-look at it again, but I thought that was the only main problem.

Code:
// initialization part

if (juliaMode) {
sx=pixelr;   //  sx is the starting x value, x for your equations   x=sx
sy=pixeli;   //  Cx= pixelr, Cy=pixeli, etc...
sz=pixelj;
} else {
sx=cr; // cr is the x seed component, usually 0 for Mandelbrot mode
sy=ci; // ci is the y seed... etc.
sz=cj;
}

c=pi/2;  // make sure this is set right
a=n*c;   //  n is your z^n value
b=c^(3-n);

//  iteration part    
r=(sqr(sx)+sqr(sy)+sqr(sz));   //  sqr(sx) means square x component- sqr() is a fast squaring algorithm same as x*x

r1=(sqr(sx)*b+r)^(n/2);  // if you don't take the sqrt of r in the beginning, you avoid 3 squaring operations...
r2=(sqr(sy)*b+r)^(n/2);
r3=(sqr(sz)*b+r)^(n/2);

r=sqrt(r); //then take your square root to do your atan2 (not atan!)

theta=atan2 (abs(sx) * a + flip(r));   // abs(sx) means take the absolute value of your x component
phi=atan2 (abs(sy) * a + flip(r)); //  Make sure that you use arg or atan2---atan does NOT work because
tango=atan2 (abs(sz) * a + flip(r));  //   of zeros (x,y, and z are initially zero... unless seeded)
//flip (r) means make r the imaginary component for the atan2 (or arg) function

// if using arg or atan2, make sure to use it correctly- do not
// divide by zero, if using arg make sure to make the r component imaginary
// to avoid a divide by zero error, I usually multiply and have the divisor taken to ^-1
//  in other words: x / r = x * r^-1

nx=r1*cos(theta*n);    // nx is new_x... ny is.... new_y, etc..
ny=r2*cos(phi*n);
nz=r3*cos(tango*n);

if (juliaMode) {
sx=nx+cr;
sy=ny+ci;
sz=nz+cj;
} else {
sx=nx+(pixelr);   // for you x= new_x + Cx;
sy=ny+(pixeli);
sz=nz+(pixelj);
}

bailout=sqr(sx)+sqr(sy)+sqr(sz);

  1)  The formula doesn't work with atan, I just tried it... and I don't know why it doesn't work with it, as the values I provide are always positive.... Maybe the atan function is buggy?

   So- use arg or atan2 if you can find code for them- although this shouldn't be a problem as Jesse has used my trig formulas before (I believe, but maybe not?).  I noticed that you said atan2 was the same as atan (more or less) for assembly language...  but there may be a problem there, although I can't think of what it would be (if y=0, it should return pi/2).

  2)  When you initialize, make sure you set x, y, and z to 0 (or Cx, Cy, and Cz  or Julia seed...) for the first iteration.
« Last Edit: March 14, 2011, 01:37:57 AM by M Benesi » Logged

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« Reply #11 on: March 14, 2011, 09:09:08 AM »

Hey this can be the clue. MB sets always xyz to Cxyz, so this should be changed smiley
Have you inverted x and y before passing to atan?
« Last Edit: March 14, 2011, 09:12:38 AM by DarkBeam » Logged

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« Reply #12 on: March 14, 2011, 12:19:17 PM »

Another point of doubt;

theta=atan2   (abs(sx) * a + flip(r));

But if sx=sy=sx=0 everywhere, surely r=0 everywhere. Then abs(sx) * a=0, atan2(0,0)=0. (if you don't get a div by zero error)
cos(0*n)=1.
r1=r2=r3=0.

then newx=0 and newy=newz=0.

Now x=newx+cx = cx ...
So, x=cx,y=cy.... equals to x=0,y=0... at beginning of iterations.

Another thing that puts me on alarm is b=c^(3-n) - it is okay as long as c=pi/2 BUT! if c=0 tell me how can you do 0^-something huh?

From wikipedia:

"In the Intel Architecture assembler code, atan2 is known as FPATAN (floating-point partial arctangent) instruction.[6] It can deal with infinities and results lie in the interval [ − π, + π] (closed interval), e.g. . Particularly, FPATAN is defined when both arguments are zero"

It's what I use.

Obviously if angle=0, as predicted, nothing is drawn (0^-something involves in errors).
Attached image of the "fractal".
I tried to swap / not swap before doing fpatan, well nothing really different can be seen!

Image attached

okay now I copy the assembly code commented. Boring but useful?

Code:
66842149     55             PUSH EBP	// intro
6684214A     8BEC           MOV EBP,ESP // intro
6684214C     81EC 40000000  SUB ESP,40 // allocate memory in the stack
66842152     53             PUSH EBX // intro
66842153     56             PUSH ESI // intro
66842154     57             PUSH EDI // intro
66842155     8B75 08        MOV ESI,DWORD PTR SS:[EBP+8] // intro
66842158     8B7E 30        MOV EDI,DWORD PTR DS:[ESI+30] // intro
6684215B     8BD8           MOV EBX,EAX // intro
6684215D     D9D0           FNOP // separator
6684215F     DD47 F0        FLD QWORD PTR DS:[EDI-10] // edi-10 is N
66842162     DC4F E8        FMUL QWORD PTR DS:[EDI-18] // edi-18 is C
66842165     DD5D F8        FSTP QWORD PTR SS:[EBP-8] // SAVE into stack room 1
66842168     D9D0           FNOP // separator
6684216A     90             NOP // separator
6684216B     DD47 F0        FLD QWORD PTR DS:[EDI-10] // edi-10 is N
6684216E     DC2F           FSUBR QWORD PTR DS:[EDI] // 3-N (EDI is constant = 3)
66842170     DD47 E8        FLD QWORD PTR DS:[EDI-18] // edi-18 is C
66842173     D9F1           FYL2X // fixed sequence for pow(x,y) - we MUST load exponent then base; else we MUST swap!
66842175     D9E8           FLD1 // fixed sequence for pow(x,y)
66842177     D9C1           FLD ST(1) // fixed sequence for pow(x,y)
66842179     D9F8           FPREM // fixed sequence for pow(x,y)
6684217B     D9F0           F2XM1 // fixed sequence for pow(x,y)
6684217D     DEC1           FADDP ST(1),ST // fixed sequence for pow(x,y)
6684217F     D9FD           FSCALE // fixed sequence for pow(x,y)
66842181     D9C9           FXCH ST(1) // fixed sequence for pow(x,y)
66842183     DDD8           FSTP ST // fixed sequence for pow(x,y) end
66842185     DD5D F0        FSTP QWORD PTR SS:[EBP-10] // SAVE into stack room 2
66842188     D9D0           FNOP // separator
6684218A     DD03           FLD QWORD PTR DS:[EBX] // this block makes: x*x+y*y+z*z
6684218C     D8C8           FMUL ST,ST
6684218E     DD02           FLD QWORD PTR DS:[EDX]
66842190     D8C8           FMUL ST,ST
66842192     DD01           FLD QWORD PTR DS:[ECX]
66842194     D8C8           FMUL ST,ST
66842196     DEC1           FADDP ST(1),ST
66842198     DEC1           FADDP ST(1),ST // done
6684219A     D9FA           FSQRT // sqrt(x*x+y*y+z*z). i leave this into fp stack.
6684219C     D9D0           FNOP // separator
6684219E     DD03           FLD QWORD PTR DS:[EBX] // EBX is X
668421A0     D9E1           FABS // ABS(X)
668421A2     DC4D F8        FMUL QWORD PTR SS:[EBP-8] // EBP-8 = 1ST stack room = a
668421A5     D9C1           FLD ST(1) // st(1) = 1ST fp stack room(1) = SQRT(R)
668421A7     D9C9           FXCH ST(1)
668421A9     D9F3           FPATAN // exchange then do atan2(previous arguments)
668421AB     DD5D E8        FSTP QWORD PTR SS:[EBP-18] // save into room3 + free fp stack - st now is SQRT(R) again
668421AE     D9D0           FNOP
668421B0     DD02           FLD QWORD PTR DS:[EDX] // EDX is Y
668421B2     D9E1           FABS
668421B4     DC4D F8        FMUL QWORD PTR SS:[EBP-8] // EBP-8 = 1ST stack room = a
668421B7     D9C1           FLD ST(1) // EBP-8 = fp stack room(1) = SQRT(R), as before
668421B9     D9C9           FXCH ST(1)
668421BB     D9F3           FPATAN
668421BD     DD5D E0        FSTP QWORD PTR SS:[EBP-20] // save into room4 + free fp stack - st now is SQRT(R) again
668421C0     D9D0           FNOP
668421C2     DD01           FLD QWORD PTR DS:[ECX] // ecx is Z. equal to before...
668421C4     D9E1           FABS
668421C6     DC4D F8        FMUL QWORD PTR SS:[EBP-8]
668421C9     D9C1           FLD ST(1)
668421CB     D9C9           FXCH ST(1)
668421CD     D9F3           FPATAN
668421CF     DD5D D8        FSTP QWORD PTR SS:[EBP-28] // save into room4
668421D2     D9D0           FNOP // okay now we have a,b,theta, phi, tango saved into the stack
668421D4     DD03           FLD QWORD PTR DS:[EBX]
668421D6     D8C8           FMUL ST,ST // x*x
668421D8     DC4D F0        FMUL QWORD PTR SS:[EBP-10] // b again
668421DB     D9C1           FLD ST(1) // remember that sqrt(R) is still into the fpstack
668421DD     D8C8           FMUL ST,ST // sqrt(R)*himself=R.
668421DF     DEC1           FADDP ST(1),ST // R + b*x*x - stop, this is the power base
668421E1     DD47 F0        FLD QWORD PTR DS:[EDI-10] // N
668421E4     DC4F 08        FMUL QWORD PTR DS:[EDI+8] // N*0.5 because edi+8 is second constant
668421E7     D9C9           FXCH ST(1) // but we have to do base^exponent so swap!
668421E9     D9F1           FYL2X // fixed sequence for pow(x,y)
668421EB     D9E8           FLD1
668421ED     D9C1           FLD ST(1)
668421EF     D9F8           FPREM
668421F1     D9F0           F2XM1
668421F3     DEC1           FADDP ST(1),ST
668421F5     D9FD           FSCALE
668421F7     D9C9           FXCH ST(1)
668421F9     DDD8           FSTP ST // fixed sequence for pow(x,y) end
668421FB     DD5D D0        FSTP QWORD PTR SS:[EBP-30] // saves into room for newx
668421FE     D9D0           FNOP
66842200     DD45 E8        FLD QWORD PTR SS:[EBP-18] // theta
66842203     DC4F F0        FMUL QWORD PTR DS:[EDI-10] // * n
66842206     DC47 E0        FADD QWORD PTR DS:[EDI-20]  // + phase
66842209     D9FF           FCOS // cos( that stuff )
6684220B     DC4D D0        FMUL QWORD PTR SS:[EBP-30] // but multiply by newx
6684220E     DD5D D0        FSTP QWORD PTR SS:[EBP-30] // and save into newx itself...
66842211     D9D0           FNOP // I know it's boring but we need to calculate also newy, newz. It's everything like before, with minimal
66842213     D9D0           FNOP // variations, different rooms / values, I copied and pasted barely.
66842215     DD02           FLD QWORD PTR DS:[EDX]
66842217     D8C8           FMUL ST,ST
66842219     DC4D F0        FMUL QWORD PTR SS:[EBP-10]
6684221C     D9C1           FLD ST(1)
6684221E     D8C8           FMUL ST,ST
66842220     DEC1           FADDP ST(1),ST
66842222     DD47 F0        FLD QWORD PTR DS:[EDI-10]
66842225     DC4F 08        FMUL QWORD PTR DS:[EDI+8]
66842228     D9C9           FXCH ST(1)
6684222A     D9F1           FYL2X
6684222C     D9E8           FLD1
6684222E     D9C1           FLD ST(1)
66842230     D9F8           FPREM
66842232     D9F0           F2XM1
66842234     DEC1           FADDP ST(1),ST
66842236     D9FD           FSCALE
66842238     D9C9           FXCH ST(1)
6684223A     DDD8           FSTP ST
6684223C     DD5D C8        FSTP QWORD PTR SS:[EBP-38]
6684223F     D9D0           FNOP
66842241     DD45 E0        FLD QWORD PTR SS:[EBP-20]
66842244     DC4F F0        FMUL QWORD PTR DS:[EDI-10]
66842247     DC47 E0        FADD QWORD PTR DS:[EDI-20]
6684224A     D9FF           FCOS
6684224C     DC4D C8        FMUL QWORD PTR SS:[EBP-38]
6684224F     DD5D C8        FSTP QWORD PTR SS:[EBP-38]
66842252     D9D0           FNOP
66842254     D9D0           FNOP
66842256     DD01           FLD QWORD PTR DS:[ECX]
66842258     D8C8           FMUL ST,ST
6684225A     DC4D F0        FMUL QWORD PTR SS:[EBP-10]
6684225D     D9C1           FLD ST(1)
6684225F     D8C8           FMUL ST,ST
66842261     DEC1           FADDP ST(1),ST
66842263     DD47 F0        FLD QWORD PTR DS:[EDI-10]
66842266     DC4F 08        FMUL QWORD PTR DS:[EDI+8]
66842269     D9C9           FXCH ST(1)
6684226B     D9F1           FYL2X
6684226D     D9E8           FLD1
6684226F     D9C1           FLD ST(1)
66842271     D9F8           FPREM
66842273     D9F0           F2XM1
66842275     DEC1           FADDP ST(1),ST
66842277     D9FD           FSCALE
66842279     D9C9           FXCH ST(1)
6684227B     DDD8           FSTP ST
6684227D     DD5D C0        FSTP QWORD PTR SS:[EBP-40]
66842280     D9D0           FNOP
66842282     DD45 E8        FLD QWORD PTR SS:[EBP-18]
66842285     DC4F F0        FMUL QWORD PTR DS:[EDI-10]
66842288     DC47 E0        FADD QWORD PTR DS:[EDI-20]
6684228B     D9FF           FCOS
6684228D     DC4D C0        FMUL QWORD PTR SS:[EBP-40]
66842290     DD5D C0        FSTP QWORD PTR SS:[EBP-40] // FINISHED calculating newx, newy, newz
66842293     D9D0           FNOP // okay I haven't put the code for Julia variation because I only took care of mset
66842295     D9D0           FNOP // empty space...
66842297     D9D0           FNOP
66842299     D9D0           FNOP
6684229B     DD45 D0        FLD QWORD PTR SS:[EBP-30] // room that contains newx. until now, ebx still contains old X. it's needed for Julia set.
6684229E     DC46 18        FADD QWORD PTR DS:[ESI+18] // it is Cx, we add it
668422A1     DD1B           FSTP QWORD PTR DS:[EBX] // finally save newx into X, okay
668422A3     90             NOP
668422A4     90             NOP
668422A5     DD45 C8        FLD QWORD PTR SS:[EBP-38] // same for newy.
668422A8     DC46 20        FADD QWORD PTR DS:[ESI+20]
668422AB     DD1A           FSTP QWORD PTR DS:[EDX]
668422AD     90             NOP
668422AE     90             NOP
668422AF     DD45 C0        FLD QWORD PTR SS:[EBP-40] // same for newz.
668422B2     DC46 28        FADD QWORD PTR DS:[ESI+28]
668422B5     DD19           FSTP QWORD PTR DS:[ECX]
668422B7     90             NOP
668422B8     90             NOP
668422B9     DDD8           FSTP ST // but we left R into fp stack. this kills R.
668422BB     8BC3           MOV EAX,EBX // restore old registers.
668422BD     5F             POP EDI // restore old registers.
668422BE     5E             POP ESI // restore old registers.
668422BF     5B             POP EBX // restore old registers.
668422C0     8BE5           MOV ESP,EBP // restore old registers.
668422C2     5D             POP EBP // restore old registers.
668422C3     C2 0800        RETN 8 // goodbye!


* spik.jpg (121.86 KB, 1020x571 - viewed 610 times.)
« Last Edit: March 14, 2011, 01:54:22 PM by DarkBeam » Logged

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M Benesi
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« Reply #13 on: March 14, 2011, 08:22:34 PM »

Hey this can be the clue. MB sets always xyz to Cxyz, so this should be changed smiley
Have you inverted x and y before passing to atan?
  I don't think so, y is the flip() portion:  atan2 (x + flip(y)) is the format (more or less atan (y/x));

  Also, for your spiky object down there...  looks like the magnitudes got switched from n/2 to 2/n (for the z^4 image, but it shouldn't matter for the z^2, because the magnitude would be the same!).

  r1, r2, and r3 must be set wrong... or something.  Please don't work to hard on it- I'll get up the ChaosPro code later.  Gotta get to my other work now (spent about 30 minutes on this that I shouldn't have cheesy). 
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #14 on: March 14, 2011, 08:58:49 PM »

Also tried the "Julia mode", that fixes something BUT breaks something else!

Tomorrow I will try to revert the magnitude, a FXCH reverts it. wink But I am not too hopeful!


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