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  • Math and Programs you might be interested in.

    Think drug-induced hallucinations, and the whirly, spirally, tunnel-vision-like patterns of psychedelic imagery immediately spring to mind. But it's not just hallucinogenic drugs that conjure up these geometric structures. People have reported seeing them in near-death experiences, following sensory deprivation, or even just after applying pressure to the eyeballs. So what can these patterns tell us about the structure of our brains?


    ^That I found to be really intriguing. It's like not only did Turing invent the concept of the modern computer, but he also created math on paper that is remarkably similar to programmed shaders.



    ^^Context free. Very nice tool. Could easily be used to generate content for milkdrop textures. Here's some code me and Eo.S. (and a friend) have written for it... http://www.contextfreeart.org/gallery/view.php?id=2065



    ^Structure Synth is like a 3d version of this. The syntax is slightly different, but it's generally more of the same with a new dimension.

    Here's a piece of code for that program to start off with and or remix...

    #define HA 1.2262415695892090741876149601471
    #define HB 0.12262415695892090741876149601471
    #define TILESIZE 0.9
    #define YOFFSET 3.4641012081519749420331123133873

    set maxdepth 1000
    r3
    shape2astart

    rule hexO {
    { x 1.0 s HB HA HB } box
    { rz 60 x 1.0 s HB HA HB } box
    { rz 120 x 1.0 s HB HA HB } box
    { rz 180 x 1.0 s HB HA HB } box
    { rz 240 x 1.0 s HB HA HB } box
    { rz 300 x 1.0 s HB HA HB } box
    }

    rule hexS {
    { x 0.45 s HA HA HB } box
    { rz 60 x 0.45 s HA HA HB } box
    { rz 120 x 0.45 s HA HA HB } box
    { rz 180 x 0.45 s HA HA HB } box
    { rz 240 x 0.45 s HA HA HB } box
    { rz 300 x 0.45 s HA HA HB } box
    }

    rule start md 20{
    {hue 560}hexO
    {rx 120 ry 120 rz 120 h -0.2}start
    }

    rule shape1{
    {s 0.4 hue 540}hexS
    {x 1 rx 10 s 0.9}shape1
    }

    rule shape1{
    {s 0.9 hue 545}hexS
    {x 3 rx 10 s 0.9}shape1
    }

    rule shape2 md 20{
    {}shape1
    {ry 40 x 3 s 0.9}shape2
    }

    rule shape2 md 20{
    {}shape1
    {ry 60 x 1 s 0.9}shape2
    }

    rule shape2a md 10{
    {hue 530}hexS
    {x 15 ry 1 rz 240 y 2 s 1.2 h 2.5}shape2a
    {x 15 ry 1 rz 240 s 0.2 z 1 h 10}shape2a
    }

    rule shape2astart{
    {s 0.3 x -7 y 11}shape2a
    }

    rule r1{
    {hue 560}hexO
    {hue 560 y 2 x 2 s 0.3}hexS
    {rx 120 ry 120 s 0.92}r1
    }

    rule r1 w 0.1{
    {hue 560 y 3 s 0.5}cyl
    {hue 560 y 2 x 2 s 0.3}hexS
    {rx 120 ry 120 s 0.92}r1
    }

    rule cyl maxdepth 10 {
    {}hexS
    {y 1 ry 60 b 0.9} cyl
    }

    rule cyl maxdepth 10 {
    {}hexO
    {y 1 ry 60 b 0.9} cyl
    }

    rule r2{
    {}r1
    {x 1 y 1.5 s 0.9 rz 10 rx 10 z 0.1 h -0.9}r2
    }

    rule r2{
    {}r1
    {x -1 y 1.5 s 0.99 ry 10 z 0.1 h -1.3}r2
    }

    rule r2{
    {}r1
    {x 2 y 1.5 s 0.9 rz 10 rx 10 z 0.1 h -0.9}r2
    }

    rule r2 w 0.1{
    {}r1
    {}shape2
    {x -2 y 1.5 s 0.99 ry 10 z 0.1 h -1.3}r2
    }

    rule r2{
    {}r1
    {x -2 y 1.5 s 0.99 ry 10 z 0.1 h -1.3}r2
    }

    rule r3{
    {}r2
    {hue 560 y 2 x 2 s 0.3 z 1}hexS
    {x 1 rx 20 ry 20 s 0.8}r3
    }

    rule r3{
    {}r2
    {s 2 y 3 z 3}start
    {s 1 y 3 z 3}start
    {hue 560 y 2 x 2 s 0.7}hexS
    {hue 560 y 4 x 4 s 0.45 b 0.5}hexS
    {x 1 rx 10 s 0.8}r3
    }

    Anyway. As for me and Eo.S. we're doing well. Still making artwork and programming, working in video games. (We have our own studio) Here's a batch of prints I just got done recently that are going into stores on Monday...



    Random illustration work...


    and here's some recent tracks





    Just in case anyone was wondering, we're doing great.

  • #2
    Also, this is the inside of my skull.

    Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.

    Comment


    • #3
      youtube version (with another music): http://www.youtube.com/watch?v=L1joOtob9rc made with Mandelbulb 3D v1.53 and VirtualDub 1.9.9 music: Dajuin Yao -­ Satisfactio­n…


      ^Also mandelbulb is awesome.

      Comment


      • #4
        Two years ago I met Aexion on deviantArt. He built the 3D fractal renderer Incendia. Maybe you like it.



        addendum:
        check out http://softology.com.au/ too
        Last edited by Flexi; 28 August 2010, 17:45.
        WebSocket Hub for Kinect SDK 2.0 with Milkdrop shader pipeline in VanillaJS and glsl
        Codepen | Shadertoy | OpenProcessing | studio sketchpad
        Twitter @ Google+ @ YouTube @ Facebook

        Comment


        • #5
          Thanks!

          Comment


          • #6
            Hi Phat

            Good to see you around ! It's been ages, and this forum has been a deserted place at times.

            I happened to visit eos4life only recently, to see whether this is a livelier place, and already discovered the photographic artwork. Amazing. I had also hoped to find a few new progressive hardcore tracks but no luck :-)
            Have not gone through your math links, but that mandelbulb video is truly fascinating. I guess it takes days or weeks to calculate such a trip through 3D fractals. I tried out the static version Incendia - thanks Flexi - which is quite addictive, but still takes half an hour on my machine to come up with a nicely rendered image.

            Best

            Martin

            Comment


            • #7
              Yeah, we've been writing less music currently. We've been programming on a video game for some people where we used to live near, and developing one for ourselves as well.

              Yeah Eo.S. is the only person that writes progressive hardcore, the next project we're working on we're writing the music first though... I defiantly see us writing quite a few of those tracks for that project.

              Comment


              • #8
                Mandelbulb

                I've been struggling to implement mandelbulb shapes in milkdrop, and found it is actually possible.
                Slow, though, and not nearly as shiny and 3D as the images found on the Internet, but - not too bad. You cannot expect a journey through Mandelspace in realtime of course, but it IS possible to slowly blend over between individual scenes with a reasonable 3D appearance, without taking recourse to pre-rendered images. I am quite excited about that; will publish a preset soon. Here's a preview.
                Attached Files

                Comment


                • #9
                  god damn double posted for some reason
                  Last edited by yhscchpcbr; 18 September 2010, 17:29. Reason: double poast-it knots in hell
                  ayahuasca chupacabra

                  Comment


                  • #10
                    plastids and nucleo-atidal dumbranes

                    i love bib993's channel on youtube, but you've probably been there and done that like everything else. amazing that you are trying this, i was wishing someone would try it. i mean, you guys have been using complex numbers for shader fractals, i didn't see why you couldn't do the higher dimensional complex numbers or whatever they're called for mandelbulbs.

                    anyway, i'm sure it'll be very cool, mr cynic engineer. you fucking rock my anus so hard. i love you so tender / terror. hinies and ginies forever.
                    ayahuasca chupacabra

                    Comment


                    • #11
                      Nice man. That sounds like it will be awesome. Yeah, currently my computer set up is a bit slow for mandelbulb, same with some of my panoramas... but I've got some real time 3d stuff I've been programming that has been fun, so I'm happy currently.

                      I can't wait to see some mandelbulb in milkdrop presets!

                      Comment


                      • #12
                        Thanks all for the encouragement. I've seen bib993's and similar videos, that is just totally fascinating. What a pity it does not work in realtime but needs days to render.

                        Don't want to promise too much but I think I can soon present a milkdrop preset which allows you to edit and create your own mandelbulb journey and -images. Not quite like these videos, but it should be possible to very slowly move through the scene, at largely reduced resolution, then stop at interesting locations and wait for the full resolution to develop. Not much of a preset, rather a mandelbulb designer.

                        Over the past days I have worked on the image quality, trying to overcome the 8bit per colour resolution and the grainy appearance, and found a dirty trick to speed up rendering. Still got some work to do to facilitate navigation around the bulb. Should continue with the preset but got somewhat roped into staring at the images as they evolve.

                        Attached an image made with the last version. It took 20 seconds to develop to full res.
                        Attached Files

                        Comment


                        • #13
                          It looks unique, can't wait to see the preset.

                          Comment


                          • #14
                            @Nitorami: Oh that looks promising! It would be cool if you can write some documentation on overcoming the limitations then - are they applicable on 2D Mandelbrot fractals too? I mean an iteration depth of 40 is not very deep. I have something like this on my mind:

                            (http://www.youtube.com/user/nebula32)

                            I have moved lately and i don't have Internet at home for the next weeks - which is kind of thwarting me. Actually I'm playing around with the GlGraphics library for Processing. It features an easy-to-use API for OpenGL shaders. On the other side i am just learning the OpenGL basics. So far i have a most basic Milkdrop-like grid implementation with a Navier-Stokes 2D fluid simulation - no shader usage, only GL texture displacement and it's fairly slow. At the moment I'm stuck with GL Vertex buffers (hacking the library without online documentation).
                            And keep your fingers crossed for me: I have handed in my diploma thesis and In two weeks I should have graduated.
                            WebSocket Hub for Kinect SDK 2.0 with Milkdrop shader pipeline in VanillaJS and glsl
                            Codepen | Shadertoy | OpenProcessing | studio sketchpad
                            Twitter @ Google+ @ YouTube @ Facebook

                            Comment


                            • #15
                              Eo.S. just created a system in XNA for creating fonts from scans I had done for an app we're working on. Trying to make a True Type font in Unicode in a few languages (one font 5+ language sets) becomes this tedious entity. It's just a texture look up from sketchbook scans, so now we can have real time shader effects on the font I've been designing.

                              When we where traveling abroad in multi-lingual countries I saw some fonts that where recognizably the same font, and now I'm just getting OCD about drawing all glyphs in common use.

                              We also created a visual system that I'm hoping we can release somehow for free once the app has been released. I know you guys would love it.

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