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Author Topic: CUDA Y.A.M.Z  (Read 9180 times)
Description: Yet Another Mandelbrot Zoomer
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3dickulus
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« Reply #60 on: September 16, 2014, 06:24:57 PM »

v0.73 still need to code a final pass for detecting/correcting single pixels and very small areas... working on it  wink

The palette creator is working well, loads the color data from kfr files or image files, when an image is loaded as a palette it uses each line as a new palette for cycling.
Palette cycling mp4, it shouldn't be too hard to set it up as per frame palette for animation. cheesy

Edit: saves color palette in .sft settings files  afro
« Last Edit: September 17, 2014, 11:18:08 AM by 3dickulus, Reason: saves color palette in .sft settings files » Logged

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Kalles Fraktaler
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« Reply #61 on: September 23, 2014, 05:49:31 PM »

Hi 3dickulus

Never meant to ignore you, but this I have totally missed.
I just found this out from the "understanding perturbation" thread, will test it right away smiley

(btw, I recall you were complaining about MM requiring a lot of MBs of Java... hmm... Qt=19MB, 47MB unpacked... wink )
« Last Edit: September 23, 2014, 06:03:48 PM by Kalles Fraktaler » Logged

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« Reply #62 on: September 23, 2014, 06:21:16 PM »

lol @ MB, yes Qt is bulky and perhaps if I knew java better I would like it more, not meaning to criticize MM, it's a great program, not so much the MBs, it's the virtual machine, I have found  "can't do that" more often in java than in C++ and thus my preference.
for my system JRE=54.8 MB JDK 78.5 MB

lol @ ignore, I'm pretty thick skinned and living in my very own little world, internet and coding are strictly entertainment  wink
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« Reply #63 on: September 23, 2014, 11:18:07 PM »

O.k. for anyone watching  wink  I think SFTC 0.74 is where I can start looking at the GPU stuff as the GUI/ and Engine/ are at a useable state. (official CPU version beta release?)
Added a final pass for detecting/correcting single pixels and very small areas, only tested at the resolutions in the Options menu with files in the glitches folder but seems to be working quite well.

My foibles and follies while merging this with cudabrot (source code on first page of this thread) will, no doubt, provide amusement and entertainment for all cheesy

The above link has WinExe + QtDlls + Source zips
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« Reply #64 on: September 24, 2014, 12:13:25 AM »

Nice work!

The glitch solving does not work on this location though, in resolution 1024x768:
Code:
Horizontal Size 2.265005662514156285e-72
Real position:  -1.985548413352953418245678803517026040561987431985854276276406746845711128525331973761520766949399973186380456945
Imaginary Position:  0.0000000000002743067126729694556175287646032154237263455024187599021148863659471173433723750561476242243458678403
Iteration Limit: 11256
Right side is solved correctly but not the rain deer horns at the left...
Why is the image turning grey if the resolution is changed?
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« Reply #65 on: September 24, 2014, 12:22:36 AM »

I think I fixed the gray in 0.74? (just posted a few minutes ago) didn't seem to have the problem on my Win7 box.

just testing that location now....
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« Reply #66 on: September 24, 2014, 12:46:56 AM »

....is this what it's supposed to look like? rendered@ 256/512/1024/2048 O.k.


* kalle-glitch-2.jpg (28.76 KB, 512x384 - viewed 233 times.)
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« Reply #67 on: September 24, 2014, 07:30:04 AM »

...in the mean time here's a little vid recorded live from my desktop of cudabrot in action demonstrating pan/zoom with mouse and keyboard using mandelbrot, julia and a hybrid formula in realtime, surely this little bit of code can crunch doubles for the SFTC engine, hack hack hack.
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Kalles Fraktaler
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« Reply #68 on: September 24, 2014, 08:54:50 AM »

The location I am referring to is zoomed in a little.
As you can see the horns at left are solid red.
Lower resolutions solve these glitches smiley


* glitch_s.jpg (112.1 KB, 716x537 - viewed 272 times.)
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« Reply #69 on: September 24, 2014, 09:00:24 AM »

is that with 0.74 ?

edit: try adding about 1000 iterations  wink


* kalle-glitch-3.jpg (28.06 KB, 512x384 - viewed 239 times.)
« Last Edit: September 24, 2014, 09:12:14 AM by 3dickulus, Reason: pic » Logged

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« Reply #70 on: September 24, 2014, 01:36:18 PM »

oops embarrass if there is less than 5 pixels to recalculate it may get stuck in a loop re-rendering the last few pixels
FIX: add line 540 in calculationmanager.cpp right before the line with "emit renderedImage()"
Code:
   if(mRemains) mPixels_to_recalc = 0; // signal finished final pass
patching and recompiling...
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« Reply #71 on: September 29, 2014, 11:14:24 PM »

ok, so I found a few more little bugs, probably caused by getting distracted in the middle of something and then forgetting to tune it back  embarrass
v0.75 is up, less hunting and pecking, a little faster? renders all files in the glitches folder at all preset resolutions,
added some openmp stuff in IndexBuffer.cpp but that part doesn't compile for Win (yet)
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« Reply #72 on: October 11, 2014, 04:51:11 PM »

ok, so I found a few more little bugs, probably caused by getting distracted in the middle of something and then forgetting to tune it back  embarrass didn't notice a couple of things are different when running in the QtCreator sandbox vs direct from the desktop.
v0.76 is up
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« Reply #73 on: November 14, 2014, 07:48:19 AM »

Finally! cheesy
A quick zoom generated with SequenceGen now a part of SFTC
<a href="http://vimeo.com/moogaloop.swf?clip_id=111808968" target="_blank">http://vimeo.com/moogaloop.swf?clip_id=111808968</a>
SequenceGen also morphs the palettes cheesy
<a href="http://vimeo.com/moogaloop.swf?clip_id=111804560" target="_blank">http://vimeo.com/moogaloop.swf?clip_id=111804560</a>
and loads kfr files cheesy added a command line version for batch rendering cheesy
and a little bit of CUDA code for converting iter data to image

Source code and Win exes here.
« Last Edit: November 14, 2014, 07:51:21 AM by 3dickulus, Reason: link » Logged

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3dickulus
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« Reply #74 on: December 31, 2014, 01:46:35 AM »

Happy New Year All ! ! !

my gift to you v0.89 of SFTC is on line.

Cheers! A Beer Cup

edit: the time displayed in the gui is X2 so divide by 2 for actual time, will be fixed in next update
« Last Edit: January 16, 2015, 02:18:21 AM by 3dickulus, Reason: update » Logged

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