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#121 |
wellspring of milk
Major Dude |
that is possible when you limit the final value with another constant and a min() function, afaik.
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#122 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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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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#123 |
wellspring of milk
Major Dude |
Good to know, and thanks a lot! I know, the Firefox is a whole lot slower in comparison to Chrome.
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#124 |
wellspring of milk
Major Dude |
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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#125 |
Senior Member
Join Date: Apr 2007
Posts: 183
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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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#126 |
wellspring of milk
Major Dude |
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 ![]() 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 ![]() |
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#127 |
wellspring of milk
Major Dude |
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#128 |
wellspring of milk
Major Dude |
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#129 |
wellspring of milk
Major Dude |
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#130 |
wellspring of milk
Major Dude |
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#131 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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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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#132 |
wellspring of milk
Major Dude |
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#133 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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Well yes I can guess what float4 rotateX(angle) means but not "rotate1 (x,y,z)"
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#134 |
wellspring of milk
Major Dude |
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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#135 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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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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#136 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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Correction - the tree works now. Very Flexiesque
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#137 |
wellspring of milk
Major Dude |
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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#138 |
wellspring of milk
Major Dude |
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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#139 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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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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#140 |
wellspring of milk
Major Dude |
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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#141 | |
Junior Member
Join Date: Dec 2005
Posts: 10
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Quote:
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#142 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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Yes, I get the compiler error as well
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#143 |
Junior Member
Join Date: Dec 2005
Posts: 10
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damn. huge bummer, I really want to see those
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#144 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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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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#145 |
wellspring of milk
Major Dude |
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#146 |
wellspring of milk
Major Dude |
throw another look into the gallery http://webglplayground.net/gallery or click on 'New'
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#147 |
Major Dude
Join Date: Mar 2008
Location: Erlangen
Posts: 867
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Very tempting, particularly the possibility to define particles in a geometry.
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#148 |
wellspring of milk
Major Dude |
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. ![]() ![]() |
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#149 |
Junior Member
Join Date: Dec 2001
Posts: 38
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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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#150 |
wellspring of milk
Major Dude |
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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#151 |
wellspring of milk
Major Dude |
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#152 |
wellspring of milk
Major Dude |
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#153 |
Junior Member
Join Date: Dec 2001
Posts: 38
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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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#154 |
wellspring of milk
Major Dude |
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#155 |
wellspring of milk
Major Dude |
Cool stuff that video. I will have to check the generator when I'm back on Windows. Is there an editor for Mac OS X? nevermind!
![]() So, I have gotten the texture to vertex buffer working in raw WebGL, that is straightforward OpenGL ES 2.0 calls written in Javascript. It's quite some boilerplate but the real work is done in the shaders on the graphics card anyway. It started with an extension of the fluid sim: http://creativejs.com/2012/07/fluid-simulation/ Then i turned to 3D: http://cake23.de/moire-block.html and polynomial differential equations: http://cake23.de/rikitake-attractor.html http://cake23.de/rabinovich-fabricant.html http://cake23.de/lotka-volterra-attractor.html |
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#156 |
Junior Member
Join Date: Jan 2013
Posts: 9
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and Ghost diagrams. excellent cellular automata mod: <<<LINK!!
![]() It looks better in high contrast with the chrome change colors plugin / put the tiles on dark background. |
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#157 |
Junior Member
Join Date: Jan 2013
Posts: 9
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Flexi that was So amazing OMG!!!
http://creativejs.com/2012/07/fluid-simulation/ the fluid its real i am wet! can you do a towel simulation now! ![]() |
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#158 |
wellspring of milk
Major Dude |
It's on the agenda! I still need to figure out how to render a mesh from the same shared texture/geometry buffer, but then there will surely come some next level demos. I only say terrain and erosion...
Btw, a post regarding my latest WebGL (particle) experiments is here to find: https://plus.google.com/u/0/10953760...ts/iy2ti4UJHx5 As for cellular automatons, check out Ready: http://code.google.com/p/reaction-diffusion/ I haven't tried it myself yet (too busy) but Tim Hutton showed some sweet screenshot of it for all kind of cellular automatons in 2D and 3D. You might also like http://softology.com.au/voc.htm |
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#159 |
Junior Member
Join Date: Jan 2013
Posts: 9
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this is great original version of Conways game of life :
http://0fps.wordpress.com/2012/11/19...rfaces-part-1/ what a coincidence, erosion! there is a good source of erosion emulations on youtube videos. here is one of the best looking papers I found on the subject- http://www.sciencedirect.com/science...98300400001679 Here are some kinds of erosion on GPU http://forum.unity3d.com/threads/167...ter-simulation |
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#160 |
wellspring of milk
Major Dude |
that's awesome, thanks!
For particle rendering resources, this one especially caught my attention a while ago: http://kesen.realtimerendering.com/PointBasedPaper.html This one had also tickled my interest recently too: http://www.digital-tools-blog.com/bl...ripting-in-lua or how about an interactive hypercube? - http://fleetinbeing.net/hypersolid/e...parcoords.html (seen today) ![]() |
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