Old 12th March 2008, 19:19   #41
Flexi
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and the progress doesn't tear off.
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Old 3rd April 2008, 15:53   #42
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SHIT! I am being limited by 64 instructions!
crap!!!

OK. Sorry 4 flooding this thread but i needed to express that.
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Old 18th June 2008, 13:47   #43
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100% shader fractal

@fed: me2
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Old 18th June 2008, 18:48   #44
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OMFG!! Nice work cracker!!!!

http://www.youtube.com/watch?v=XaWTRSV2h3Y

^_^ Don't Panic!! ^_^
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Old 19th June 2008, 21:30   #45
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yeppa! http://www.youtube.com/watch?v=R1UXPINRvsQ [@3:15]

edit: http://www.youtube.com/watch?v=7ti13Mu1KW4

Last edited by Flexi; 19th June 2008 at 21:53.
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Old 19th June 2008, 23:40   #46
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I don't think I'll ever be the same after that first video

^_^ Don't Panic!! ^_^
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Old 7th July 2008, 23:40   #47
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http://en.wikipedia.org/wiki/Image:Fractal_Broccoli.jpg

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Old 15th July 2008, 13:33   #48
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green grass on fire
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Old 27th August 2008, 12:16   #49
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this was only logical...
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Old 2nd September 2008, 16:54   #50
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bite my shiny fractal ass!
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Old 8th October 2008, 12:43   #51
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I noticed an nVidia example of pixel shader mandelbrot set browser so I thought I'd make it into a milk demo.

Interested to know if this hammers your graphics card like it does mine.
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Old 8th October 2008, 20:53   #52
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No it doesn't but this depends on the number of iterations. My video card can easily handle i=25 iterations but will choke on i= 100. The problem is, the more resolution or zoom you want, the more iterations you need for a sharp image. Keep in mind your video card needs to calculate ALL the equations in the warp shader loop for each pixel and frame, i=25 x 30 fps x 1280 x 1024 pixels per second, = approximately 1 billion times per second, which I find quite an achievement... don't complain if it starts to stutter.

There is kind of a workaround however, used by Geiss, Flexi and others: Instead of calculating all iterations brute force in a loop for every individual pixel, calculate only one per frame.

In your mandel.milk, 25 iterations are calculated per frame. A temporary variable is required to store the intermediate result: this is tempreal.

If however we calculate only one iteration per frame, the resolution would be very poor, EXCEPT if we base the next iteration on the result from the previous one, gradually refining the result. The Mandelbrot would then develop slowly, but at low video processor load.
Problem is you cannot store variables from one frame to the next, except for the video memory itself, in other words GetPixel(uv). Use this as temporary memory.

Check out Flexis Julia presets to see how it works. It is a bit more tricky and slower than the plain brute force method but guaranteed to run smoothly even on older video cards.
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Old 8th October 2008, 21:22   #53
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but the Julia set is not a Mandelbrot set. In the Mandelbrot set each point describes a whole Julia set - you can say it is its superset.
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Old 9th October 2008, 19:32   #54
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I can't agree, and actually I used exactly the same trick for the wings of the butterflies, and it worked. Well I combined it with a few "brute force" iterations but only to get a defined black mask. Apart from that I think there is no principal difference between Julia and Mandelbrot.
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Old 9th October 2008, 20:38   #55
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butterflies are PS3.0 - can't check that

For the Mandelbrot set you visualize the behavior of any point z in relation to the iteration, resp. if after a given number of iterations the value is under or above a certain limit. (you must break the iteration at some point, that's why you can colorize the value). The behavior itself may also be periodic and that's a very big difference to the Julia set.
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Old 10th October 2008, 14:23   #56
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I'm not complaining about the GPU - I'm amazed that it is powerful enough to do this stuff, pretty much all on it's own. I can't see how to do it the way I want and take some of the processing load off it without a seperate buffer, however.

I used Flexi's lighting code instead... no good for older graphics cards but mine's nothing special and it runs at 30fps quite happily now.
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