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http://www.skytopia.com/project/fractal/mandelbulb.html#renders
--
Darren New, San Diego CA, USA (PST)
I ordered stamps from Zazzle that read "Place Stamp Here".
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On 11/12/2009 11:31 PM, Darren New wrote:
> http://www.skytopia.com/project/fractal/mandelbulb.html#renders
The images are rather dark and could use radiosity.
Otherwise awesome!
Mike
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Darren New wrote:
> http://www.skytopia.com/project/fractal/mandelbulb.html#renders
Interesting. A hypercomplex fractal that isn't ugly. I didn't think it
could exist...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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SharkD schrieb:
> The images are rather dark and could use radiosity.
I don't find them too dark, and they do use at least ambient occlusion,
which in this case works pretty well.
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Darren New wrote:
> http://www.skytopia.com/project/fractal/mandelbulb.html#renders
A very interesting read, and some very beautiful renders! There is a lot
of "twisting and shearing" present, but nothing as bad as the quaternion
approach.
A linked page said this in reference to the lack of 3D rendering
software capable of producing the "true" 3D Mandlebrot: "Perhaps POVray
comes closest with its isosurface approach, but even then one can't use
local variables or constructs such as While loops."
That statement was true years ago, but it is not true today. The biggest
hurdle now is redefining functions, something which POV-Ray will not
allow. I think that limitation may be circumvented by juggling two
functions and #undef'ing them appropriately. I'm not sure how this would
work out, or if it would even work at all :/
Sam
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Darren New wrote:
> http://www.skytopia.com/project/fractal/mandelbulb.html#renders
Awesome, but some images look like they have been compressed with JPEG
*several times*...
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Darren New wrote:
> http://www.skytopia.com/project/fractal/mandelbulb.html#renders
Any idea how you render something like this?
I mean, I suppose you could use a sphere-tracing algorithm like
POV-Ray's isosurface{} construct. But is there any better way?
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Greetings, POV-Ray people! I've had a bit of a break from raytracing for a while
& have just started getting into it again a couple of months ago. So some of my
old POV-Ray knowledge is a little rusty. :)
Invisible <voi### [at] devnull> wrote:
> Darren New wrote:
> > http://www.skytopia.com/project/fractal/mandelbulb.html#renders
>
> Any idea how you render something like this?
>
> I mean, I suppose you could use a sphere-tracing algorithm like
> POV-Ray's isosurface{} construct. But is there any better way?
I've been playing with the Mandelbulb for the last few days. I generate the
voxel information in Python, but I plan to change that to C shortly.
My first attempts simply rendered each voxel as a sphere or box, but it took
ages to parse the data. I've also tried to render the Mandelbulb as a blob of
spheres, but it took ages to render. I got some interesting images, but the
shape of the Mandelbulb is dominated by the artifacts from the process of
turning a rectangular 3D array of spheres into a blob.
My more recent versions generate the data as a simple df3 file, with a value of
255 for voxels inside the Mandelbulb & 0 outside. My largest data file so far is
300x300x300. I tried rendering this as an emissive media, but it just looks like
a big cloud. :(
My most successful images render the Mandelbulb as an isosurface. The image
linked below uses a slope based pigment.
#declare f = function{pattern{density_file df3 FName interpolate 1}}
isosurface {
function{f(x, y, z)}
contained_by{box{0, 1}}
threshold 0.5
max_gradient Max_gradient
accuracy 0.01
open
translate -0.5
}
http://i2.photobucket.com/albums/y43/PM2Ring/MandelbulbD7S90.jpg
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>> http://www.skytopia.com/project/fractal/mandelbulb.html#renders
>
> Any idea how you render something like this?
>
> I mean, I suppose you could use a sphere-tracing algorithm like
> POV-Ray's isosurface{} construct. But is there any better way?
Marching cubes?
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>> Any idea how you render something like this?
>>
>> I mean, I suppose you could use a sphere-tracing algorithm like
>> POV-Ray's isosurface{} construct. But is there any better way?
>
> Marching cubes?
You'd need a *hell* of a lot of RAM to store a mesh of anything
approaching the necessary resolution - and you'd waste time and space
computing high-resolution data for parts of the model that are occluded
or very distant.
Plain ordinary sphere tracing avoids both of these problems. But that's
designed to work for isosurfaces of arbitrary functions. I'm wondering
if there's some way we can use the specific characteristics of this
function to make the process faster. (E.g., it's iterative, it's a known
polynomial, etc.)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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