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24. Thistles (04/12)
1 month ago
23. Fuzzball 2 (03/12)
1 month ago
22. Fuzzball 1 (02/12)
1 month ago
21. Temple (01/12)
1 month ago
20. Music Box
1 month ago
19. Fractal Lab
11 months ago
18. Surface detail
1 year ago
17. Sphere Sponge
1 year ago
16. Render test
1 year ago
15. Augustus Polyp
1 year ago
14. Mandelbox test
1 year ago
13. The Formula
1 year ago
12. Radiolaria trench run
2 years ago
11. Mandelbulb zoom
2 years ago
10. Juliabulb spin
2 years ago
9. Mandelbulb spin
2 years ago
8. Retro satellite
2 years ago
7. Organic Mandelbulb
2 years ago
4. Spiky Julia
2 years ago
The Mandelbulb is one of the first true 3D versions of the Mandelbrot set because you can always reveal more detail the closer in you get. When rendering on the GPU we are limited to standard floating point precision so we can't go much further in before everything breaks apart.

Update: see the blog post for more info and downloads: subblue.com/blog/2009/12/13/mandelbulb

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  • toneburst plus 2 years ago
    Incredible. I was trying to think what it most reminds me of, the other day, and realised it was this:
    scienceblogs.com/chaoticutopia/upload/2006/11/broccoli.jpg romanesco broccoli.

    Have you considered trying to do the raytracing using OpenCL? I ask because I'm fairly sure OpenCL has a double-precision variable type that you could use internally. Just a thought.

    Incidentally, may I ask how you're doing the AO in this version? It's very impressive...

    Keep up the amazing work!

    a|x
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  • subBlue plus 2 years ago
    Thanks a|x. I'm planning on writing a general OpenCL raytracer for these fractals. I'm not sure if double precision is supported on all GPU hardware yet, although that might just be a driver issue.

    The ambient occlusion is simulated with a couple of techniques:
    1) during the fractal iteration the minimum distance from the origin of the triplex number (3 component complex number) is used as a darkening factor.
    2) the ratio of the number of steps to step limit that is required to reach intersection of the fractal surface is also used, which helps bring out some of the finer details.

    The nice thing is that both these techniques don't require any real overhead but pack a significant punch in improving rendering quality.
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  • Tom / bangnoise 2 years ago
    I just love this - been watching progress with keen interest. Thanks for sharing (and hello from Glasgow too!).
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  • DieTapete 2 years ago
    Impressive! But I wanna go deeeeper!!
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  • Jorrit Schulte 2 years ago
    Amazing!
    something like this would be awesome in stereoscopic 3D
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  • John Novotny 1 year ago
    Very cool, the polygon count must be huge.
  • subBlue plus 1 year ago
    No polygons at all! It's all a GLSL shader that traces rays onto the fractal's mathematical surface.
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  • Haluk Tarcan 1 year ago
    It's a nightmare monster version of grandma's lacework
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  • RakunFilm 3 months ago
    reminds me one of my dreams
  •  
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  • Uploaded Sun December 13, 2009
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