POV-Ray : Newsgroups : povray.binaries.images : 'Accidental' isosurface : Re: 'Accidental' isosurface Server Time
15 Jun 2024 23:09:56 EDT (-0400)
  Re: 'Accidental' isosurface  
From: CShake
Date: 24 Dec 2009 02:16:50
Message: <4b331562@news.povray.org>
Kafka wrote:
> "PM 2Ring" <nomail@nomail> wrote:
>> Simple "Mandelbulb" C source code.
>> Compile with
>> gcc -o Mandelbulb Mandelbulb.c -lm -O3
> 
> Greetings all,
> 
> Here's my humble contribution. The attached archive contains a C++ program that
> computes the density file for the Mandelbulb, but using the GPU through an
> OpenGL shader. The OpenGL context is provided by SDL 1.3 (currently still in
> beta, but already working well).
> Compile with:
> g++ -Wall -O3 -msse2 -o mandelbulb_gpu -lGL $($SDL13_DIR/bin/sdl-config --cflags
> --libs) mandelbulb_gpu.cpp
> ....where $SDL13_DIR is where you installed SDL 1.3.
> On my system (AMD Athlon 64 X2, nVidia 8500 GT), it computes a density file of
> 1000x1000x1000 in about 12 seconds (using non-trigonometric expansion provided
> elsewhere).
> 
> Hope this helps.
> 
> Best regards,
> 
Nice. I wanted to play with GPGPU code, but just now finished final 
exams for the semester and didn't find the time.
Without looking at the code, I have to ask a few questions:
Can you specify where to zoom in?
Is there any noticeable difference due to using single precision, or are 
you using the double registers on the GPU directly (and using 1/10th the 
power of the card)?

While I spent a bunch of time on my mbulb df3 generator, I'm probably 
going to move on to the native function patch for the ability to 
arbitrarily transform the surface (and not need to 'render' twice for 
each image)


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