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Author Topic: LRIFS Paper  (Read 5445 times)
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David Makin
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« Reply #15 on: November 01, 2011, 11:32:50 PM »

Yes, but I don't care because I use assembly that ignore such types grin

huh? I don't see what using assembly or not has to do with using compression or not ?
« Last Edit: November 01, 2011, 11:34:32 PM by David Makin » Logged

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DarkBeam
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« Reply #16 on: November 02, 2011, 12:22:54 PM »

Yes, but I don't care because I use assembly that ignore such types grin

huh? I don't see what using assembly or not has to do with using compression or not ?


I can't understand why I need such compression...
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David Makin
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« Reply #17 on: November 02, 2011, 03:51:16 PM »

Yes, but I don't care because I use assembly that ignore such types grin

huh? I don't see what using assembly or not has to do with using compression or not ?


I can't understand why I need such compression...

Well it depends what you want to do exactly, but *someone* will always want to fit more in memory (by it ram, rom, CPU or GPU cache etc) than will fit without using compression *no matter how much memory is available in the future*.
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The meaning and purpose of life is to give life purpose and meaning.

http://www.fractalgallery.co.uk/
"Makin' Magic Music" on Jango
DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #18 on: November 02, 2011, 06:02:15 PM »

Okay thanks then.

Found this article, did not understood a lot but it can be of interest

http://www.mi.sanu.ac.rs/vismath/kobes/index.html
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knighty
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« Reply #19 on: November 02, 2011, 09:17:45 PM »

Hello!
The first formula, translated to fractint 20.0 format is (in 1993 fractint didn't supported conditionals, so I have solved it in my own way):
zpj(YAXIS){
z=pixel:
k=real(z)
IF (k<0)
z=z*p1-1
ELSE
z=z*conj(p1)+1
ENDIF,
|z|<=100
}
solve it for c=0.9-0.87i ... smiley
This is strictly equivalent to:
Code:
zpj(YAXIS){
z=pixel:
z.r=abs(z.r) ; z.r is the real part of z. I'm not familiar with fractint so...
z=z*conj(p1)+1,
|z|<=100
}
which is a (one fold) kifs  wink.
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Aexion
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« Reply #20 on: November 03, 2011, 01:31:14 AM »

Hello!
The first formula, translated to fractint 20.0 format is (in 1993 fractint didn't supported conditionals, so I have solved it in my own way):
zpj(YAXIS){
z=pixel:
k=real(z)
IF (k<0)
z=z*p1-1
ELSE
z=z*conj(p1)+1
ENDIF,
|z|<=100
}
solve it for c=0.9-0.87i ... smiley
This is strictly equivalent to:
Code:
zpj(YAXIS){
z=pixel:
z.r=abs(z.r) ; z.r is the real part of z. I'm not familiar with fractint so...
z=z*conj(p1)+1,
|z|<=100
}
which is a (one fold) kifs  wink.
The history of that formula is this:
Back in 1993, I saw a Glynn set (z=z^1.5-0.2) on a magazine, but without the formula printed, so I tried to make one using IFS, but to my frustration, the set didn't looks like the one made by Earl Glynn, no matter how many variations I have tried.. In those times, Fractint still not supports conditionals, but there was a trick.. so I ported my formula to the program and uploaded it to the old Frac-l list in Bitnet (there's no Internet in those times).. At the end, I got the real Glynn formula and made a 3D render that still lasts on Earl Glynn Gallery.
http://www.efg2.com/Lab/FractalsAndChaos/GlynnFunction.htm
I was thinking that the history was lost forever, but it appears that Google compiled many of the old Frac-L posts, and my old post was among them..
http://groups.google.com/group/bit.listserv.frac-l/browse_thread/thread/c4b8f0dc58a8965d/41c9cae07feec4c2

Oh, anyways, 18 years before that and still the Inverse IFS formulas remains elusive for a general case!!
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David Makin
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Posts: 2286



Makin' Magic Fractals
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« Reply #21 on: November 03, 2011, 04:06:39 AM »

In case anyone's not realised, Darkbeam's point earlier in the thread regarding the Menger transforms also shows that if you define 8 transforms as the standard transforms for a 2*2*2 platonic cube you can do exactly what I described later for the 3*3*3 case.
i.e. the 8 transform IFS for a platonic cube with flags for "on"/"off" for all transforms in the tree is *exactly* analogous to a voxel space.

Also one thing about my 3D LRIFS algorithm using Hart's intersection method I forgot to mention is that unless over-ridden by the user the IFS tree is always traversed in the most optimum manner because some pre-render code sorts the transform order such that the transform domains closest to the viewpoint are rendered first - of course this doesn't work perfectly (especially further down the tree) if the transforms include rotations etc.
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The meaning and purpose of life is to give life purpose and meaning.

http://www.fractalgallery.co.uk/
"Makin' Magic Music" on Jango
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