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Old 13th June 2011, 09:58   #121
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Quote:
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I have coded a tiny starter page for more Milkdrop-like WebGL shaders:
http://cake23.de/diffusion-mix.html

also interesting:
http://aerotwist.com/lab/ and
http://sylvester.jcoglan.com/
Julia fractal:
http://cake23.de/progressive-fractal.html
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Old 21st June 2011, 07:52   #122
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Hey Martin, watching this video i was thinking of your phenomenal Mandelbox presets again: http://vimeo.com/25284552

I have worked on some more WebGL ports of old Milkdrop effects:
http://www.cake23.de/rotozoom.html
http://www.cake23.de/reaction-diffusion-lit-up.html
http://www.cake23.de/traveling-wavefronts-lit-up.html
If you want to stay up to date, just follow me on Twitter: http://twitter.com/#!/Flexi23

And Martin, how could i possibly give you credit for your effects, for example the reflecting water or the Mandelbox, when i port them to any sort of a GL visualizer? A mere reference to your name seems a little bit weak. I could host a web page for you, what do you think? I'm considering an integration in an authoring system too, but that is postponed until I'm sure about some last details for the render engine ("how to draw into the loop most comfortably").


btw, something emerges... look at this soundcloud-mashup:
http://mrdoob.com/lab/javascript/com...ser/index.html
and the brandnew mp3 decoder library written in Javascript:
https://github.com/nddrylliog/jsmad (article in German: http://winfuture.de/news,63793.html)

Fnord:
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Old 21st June 2011, 14:25   #123
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Very good WebGl samples. I hadn't yet seen such good-looking ones.
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Old 22nd June 2011, 12:34   #124
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I am wondering if it is possible to have in the shaders a loop where the upper limit is a variable, such as
for ( n=0; n <length(10*uv) ; n++ )
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Old 22nd June 2011, 17:44   #125
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that is possible when you limit the final value with another constant and a min() function, afaik.
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Old 22nd June 2011, 20:29   #126
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@Flexi : Don't worry about credits... I guess I would be too lazy to run a web page. My ambitions with visualisation never really went beyond that of having fun while playing around with a simple toy like milkdrop.

These WebGL samples do look good. The frame rate (with firefox) is 20 on my ageing PC, still seems to be slightly less efficient than when run in milkdrop directly.

@all:
I'd also like to draw your attention to two interesting developments:
http://www.plane9.com, a quite advanced visualiser which can also be run as winamp pugin. Requires MS dotnet 2.0

This guy here has written a milkdrop2 clone with DirectX 11 as renderer and DirectCompute as equation solver.
http://www.youtube.com/watch?v=x4QDJP34Ov8
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Old 23rd June 2011, 16:43   #127
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Good to know, and thanks a lot! I know, the Firefox is a whole lot slower in comparison to Chrome.
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Old 6th July 2011, 11:10   #128
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My tablet PC has arrived and I'm working on some Visualization stuff with Processing again. Unfortunately WebGL is not yet supported on the mobile devices, but i can go well with a native Android app too. It seems, if you really want to develop for WP7, iOS5 and Android on a common code basis Flash is the weapon of choice.


I came here to show something completely different though (unless GL):
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Old 8th July 2011, 15:01   #129
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Unity3d!!!

A 3d engine that takes 2 days to learn! i made a flying spaceship game in a terrain with physics and shooting things in 3 days!!! using the worm game tutorial...

it supports shader programming,
realtime mesh generation,
texture generation,
unity browser plugin so you can make demos and visuals that run in a browser, maybe audio input too for exe's

you just write simple code attached to a 3d texture or object and you can do tons of things, check out these examples:
http://www.unifycommunity.com/wiki/i...cripts#Effects
http://www.unifycommunity.com/wiki/i..._Spiral_Effect
http://www.unifycommunity.com/wiki/i...edural_Texture

You could even write a text that takes milkdrop scritps and runs them in unity
Also another thing:

http://www.chromeexperiments.com/detail/fractal-lab/
http://www.google.fr/#sclient=psy&hl...w=1024&bih=685
chrome browser webgl!!!!
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Old 22nd July 2011, 17:23   #130
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I have heard of unity and i have found a fresh blog post only a few days ago: http://breedersgame.com/

And i can't hold back the ambiguity slogans... I was pointed to have a look at the so called Unity containers in MS .NET only a few hours ago - I'm currently having an internship where I'm learning C# and that will end in a new fulltime job. One near future project might also include 2D graphics programming with contrast adjustment for multiple annotations and huge images. This could possibly be done with shaders... But before that, another project has to get finished...

As for Mandelbox and 3d fractal awesomeness you should really watch the video, that i have posted earlier in this thread: http://vimeo.com/25284552
Nevertheless the Mandelbox for the Chrome browser is really really slow on my pc, where Martin's Milkdrop presets all run with maximum frame rate. I have already coded a tiny setup for WebGL ports for the most basic shader functionality from Milkdrop with the feedback warp shader and one composite stage - without Three.js though. See the upper cake23.de links, and feel free to edit the embedded shaders I have worked out another version that loads the shaders with Ajax too, but i didn't stick with it for the quick demos.
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Old 23rd August 2011, 19:33   #131
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http://www.displayhack.org/2011/milk-2-5k/
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Old 31st August 2011, 10:20   #132
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frequency - where are they
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Old 13th September 2011, 11:04   #133
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Old 29th September 2011, 08:13   #134
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http://www.thealphablenders.com/
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Old 2nd October 2011, 11:01   #135
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Interesting shapes but I can't get it to work, because these guys use keep their parameters a secret. The use of dubious language specific functions such as rotate1 and rotate2 neither helps to reproduce the code.
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Old 3rd October 2011, 19:42   #136
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scroll down to 'Custom filter effects with CSS shaders'
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Old 4th October 2011, 18:24   #137
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Well yes I can guess what float4 rotateX(angle) means but not "rotate1 (x,y,z)"
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Old 5th October 2011, 10:46   #138
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in which script do you mean exactly? is this possibly a custom function? I can only guess it is a helper function to iterate over rotateX/Y/Z in a specific order. Perhaps, there's also a common approach with Euler angles.

btw, i have ported another Milkdrop preset to webgl: http://cake23.de/lindenmayer-tree.html
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Old 5th October 2011, 18:30   #139
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It's in the link to the fractal forum -> the kaleidoscopic IFS fractal. I know how to rotate in 3D coordinates using Euler or similar formula. I just don't know what rotate1 means and therefore cannot reproduce the fractal. It is certainly a specific construct of a special software made to calculate fractals, and I could find out by asking in the forum... don't worry about it.

The link to the Lindenmayer tree shows an empty page (while your other WebGL examples at cake23.de are working)
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Old 6th October 2011, 17:12   #140
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Correction - the tree works now. Very Flexiesque
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Old 8th October 2011, 14:04   #141
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You were right and there actually was a bug that i didn't notice in Chrome before. I hoped to announce the fix together with a link to an article on www.creativejs.com. I was asked for some implementation details, but it's not online yet. I've implemented the first line segment of the fractal as a distance function in glsl, which could be easily used as a replacement to the distance of a point in the classic metablob algorithm.
Considering the 32 q_ variables in Milkdrop that would mean 8 separate lines or 15 connectedly.

Anyway, I'm getting only around 17 frames per second in Firefox, while Chrome runs the demo with rock-solid 60 fps in full HD ^^

Also, my ambitions with the online preset editor are becoming more and more concrete as I'm experimenting with the open-source Etherpad implementation at the moment - the technology underlying www.sketchpad.cc too
Hopefully, that will allow at least live coding performances and probably real distributed collaborative authoring in real-time. Let's see, autumn can come.

Then there appeared at least two remarkable web-based music visualization demos lately:
http://spectrogram.heroku.com/marak/...race-boyz-sexy (using soundcloud and the latest browser APIs - be sure to have the most current Firefox/Chrome)
and
http://ghost-hack.com/cube/ (using precalculated music analysis data and Processingjs for the visualization)
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Old 21st November 2011, 20:42   #142
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I've been toying around much with the GLSL Sandbox lately, a collaborative effort by Mr. Doob, Altered Qualia and others: http://glsl.heroku.com/
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Old 26th November 2011, 12:15   #143
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This thing seems to constantly recompile the code while I am typing, which makes it stutter along at estimated 5fps and 100% processor load. Not even the simplest codes are running smoothly. Maybe this is a firefox problem, but why can't they pass the code to the shader once and then leave it alone ? Just to be able to pass the mouse coordinates at each frame ?
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Old 2nd December 2011, 16:43   #144
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No, the shaders only recompile on editing. Feel free to edit around and you're not forced to cklick on a button or so. The mouse coordinates can and do get passed into the compiled shader programs. That works pretty good if you ask me and is no problem on most computers that i have tried. Only one PC with an old Intel GMA3100 onboard chip was very lame too (in Chrome^^). I must repet myself: WebGL is indeed a faster in Chrome and part of your problem might really be a Firefox issue.
Then again I'm working on a more Milkdrop-based template for the WebGL playground, which is just more flexible and does not compile on every character that you type
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Old 3rd December 2011, 01:33   #145
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Quote:
Originally Posted by Flexi View Post
I've been toying around much with the GLSL Sandbox lately, a collaborative effort by Mr. Doob, Altered Qualia and others: http://glsl.heroku.com/
I like this site! However, does anybody else get a compiler error whenever one of the 3d mandelbulbs are rendered? I didnt modify any code
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Old 3rd December 2011, 12:35   #146
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Yes, I get the compiler error as well
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Old 9th December 2011, 02:02   #147
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damn. huge bummer, I really want to see those
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Old 9th December 2011, 17:12   #148
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I do not know where the error in the code is, and the error message is not very specific.
If you'd like to see a 3d fractal, you may try this milkdrop preset

http://forums.winamp.com/showpost.ph...&postcount=183
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Old 11th December 2011, 14:17   #149
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The Beauty of Roots

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Old 16th December 2011, 23:56   #150
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throw another look into the gallery http://webglplayground.net/gallery or click on 'New'
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Old 17th December 2011, 08:27   #151
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Very tempting, particularly the possibility to define particles in a geometry.
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Old 28th February 2012, 20:56   #152
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You can check the gallery again

It's been a while since my last visit here but i bring some sweet new links. For one, i have finally got a fluid simulation running with shader techniques! Check out this new
Chrome Experiment: Fluid Simulation with Turing Patterns

(I strongly recommend Chrome. It's a pity, but it's more than twice as fast as Firefox for me.)

The responses were enormous and it was featured on the Chrome stream on Google+ and on ReadWriteWeb. In the last two weeks my Twitter followers have almost doubled to 500 now.
Btw, among them was also Scott Draves, the creator of "Electric Sheep". As i have read in another thread from last week, there's a certain interest for possible combined efforts (http://forums.winamp.com/showthread.php?t=342397)... Who knows what might spring up from that connection.

I'm regularly writing with the "WebGL elite" these days if you can say so, and i asked for help with a basic shader texture feedback looper in Three.js (the most popular and influential WebGL library there is so far). And guess what, I got returned a screen space Game of Life implementation!
http://alteredqualia.com/three/examp...ader_life.html
That was only a few days ago, so there's not much more to it now. Anyway, that's exactly what i thought to be the entry point for porting Milkdrop effects to a bigger community and easier future collaborations.
And with that I'm having an integration in the vvvv clone Threenodes.js in mind!


Aside from that big picture outlook I've also made some other discoveries like the "Demoscene Passivist" who is beating his new GPU with some orbit trap fractals at the moment: http://bit.ly/i2f8U0
Also, a first sound integration into the GLSL sandbox popped up: http://bit.ly/ywxoHI

And i have made my own experiments to bring a sound wave curves to life too, without the WebGL blingbling: http://flexi23.github.com/bakery-lite/
Unfortunately the used Soundmanager2 library is a little bit picky with the soundcloud player and in some cases there's no wave data returned. I still need to figure that out more deeply.

I hope that excuses my absence lately. I had to resist hard to get sucked into the new presets i found here again. But I'm certainly stepping away from good old Milkdrop2 - not only because life as a "hardworking" proud daddy. Little baby is half a year old now, but already fascinated by the visuals
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Old 6th April 2012, 03:59   #153
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Flexi, I see you noted the thread I started about Electric Sheep. Just thought I'd let you know that there is a link in that thread to a prototype piece of software that can render fractal flames in real-time. To my knowledge, it is the *only* one in existence that can do so at 60fps, which is why I am very interested in it.

It was written by a professor at the University of Alaska. I've been in touch with him and am working on taking the code out of prototype mode and into a class library that can be used on other things.

The downside is that between working 9 hours a day, plus an hour driving, plus having a girlfriend, I have very little time to work on it. Maybe 12 hours per week total. Also, although I'm an experienced developer, graphics and OpenGL are not my strong points. Once I get the code to be decently presentable, I'd like to eventually post it somewhere and get help from folks who are better at OpenGL than I am. Perhaps something serious could come of it.

If I were to have a dream come true out of this and other efforts mentioned on these boards, it would be to have all of the developers combine all of their code and make the ultimate MD replacement. Hey, we can dream, right?
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Old 9th April 2012, 09:15   #154
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yeah, i can relate. (crosspost from here: http://forums.winamp.com/showthread....16#post2847518)

Though i must admit, my latest experiments go in the original "Chaos Game" direction again, as i have found out how to abuse fragment shaders to calculate coordinates into a texture sampler's (Mega)Pixels. It's not overly fast at the moment but i bet on the accelerated increase of shader units in more modern graphics cards. For a decent image you still need quite a bunch of million points but that is already in reach.
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Old 11th April 2012, 09:23   #155
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http://www.postronic.org/h3/pid65.html




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Old 2nd July 2012, 08:59   #156
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http://paulbourke.net/fractals/thorn/


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Old 6th July 2012, 20:03   #157
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That thorn fractal is cool. I spent the morning playing around with the code. It's fun to actually produce the image yourself.
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Old 9th July 2012, 21:03   #158
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http://youtu.be/8-5Z_031x00
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Old 11th July 2012, 12:53   #159
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https://vimeo.com/45382671
This is the scripting language I was talking about us writing a while back. We don't have any documentation yet. It basically animates 3d L-systems with Trig functions.

You can download it at http://anandamidelogistics.com/ There is also a new version of Structure Synth we programmed that is at that location.

Here is an example of an image we created in our new version of Structure Synth http://www.flickr.com/photos/2570746...3340/lightbox/


If you haven't used L-Systems before, we have some tutorials for context free, a 2d language. It's a good place to start.
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Old 10th August 2012, 10:35   #160
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Hey guys. Last post I talked about a scripting language (Biome) that we had written.
Here is a video game we made using it (along with other things) for effects.

http://www.flickr.com/photos/25707467@N07/7741170830/
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