Author Topic: MATHCOMP: icebrot  (Read 12082 times)

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Offline taj

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MATHCOMP: icebrot
« on: November 29, 2006 »
OK first let me apologise for so many entries. I just got into this kinda.
Anyway, this entry is never going to win as very few people can run it I guess but I was wanting see see how fast shaders work. I learnt a lot thats not written oin books about shaders doing this one so I'm happy with that. If you *can* run it, it will be a vastly different speed on each card I have no doubt. It does require PS 3.0 so I'm sorry for those who cant run. If ANYONE manages to run it, let me know. My first attempt worked on one ATI PS3.0 card and not on another - which shows how crap shader suppirt is at the moment. I am particularly keen to hear of anyone can run it on NVIDIA.

Anyways, its a mandelbrot set with some variables that are normally constant, smoothly varying. One of them give a smooth blend between a mandel and a julia set.
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Offline combatking0

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Re: MATHCOMP: icebrot
« Reply #1 on: November 29, 2006 »
Wow! This reminds me of an electron micrograph.

If only JS could do smooth curves.
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Offline rdc

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Re: MATHCOMP: icebrot
« Reply #2 on: November 29, 2006 »
Screenshots look really good. I wish I could run the exe. I'll need to get a new video card one day soon it looks like.

Offline Shockwave

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Re: MATHCOMP: icebrot
« Reply #3 on: November 29, 2006 »
I'll echo Rick.. Unfortunately I could not run the exe either. The shots look great. I'll just have to use my imagination.
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Offline taj

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Re: MATHCOMP: icebrot
« Reply #4 on: November 29, 2006 »
You'll have to trust me - it looks amazing :-) Seriously I guessed nobody could run it but what the heck I had fun.
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Offline MrP

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Re: MATHCOMP: icebrot
« Reply #5 on: November 29, 2006 »
I can run it, Very Very Nice...... Gotta say i've seen a lot of fractals, but none displayed quite like that... Nice job....

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Offline taj

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Re: MATHCOMP: icebrot
« Reply #6 on: November 29, 2006 »
Thats fantastic that someone can see it ! Very happy you enjoyed it - and on an NVIDIA. Great stuff, you made my night, thanks MrP.
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Offline benny!

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Re: MATHCOMP: icebrot
« Reply #7 on: November 29, 2006 »
Yeah .. another excellent production. Runs smooth here  :clap:
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Offline Rbz

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Re: MATHCOMP: icebrot
« Reply #8 on: November 29, 2006 »
Works fine here too, a nice fluid fractal effect, welldone Taj
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Offline Jim

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Re: MATHCOMP: icebrot
« Reply #9 on: November 30, 2006 »
Runs on my nVidia Quadro FX1400.  Amazing to see this kind of fractal being done in real-time now.

Jim
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Offline taj

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Re: MATHCOMP: icebrot
« Reply #10 on: November 30, 2006 »
Great guys, I love that you can see it. Truth is, I had a first version and then spent 6 hours reworking it to get it to work on an x800, kinda the worst ps3.0 compatible card there is. Thats really good that other ps3.0 cards can see it too now.

Rbraz, benny, can you tell me what cards you have please? Thios is sort of a big learning experience for me.

 
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Offline Stonemonkey

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Re: MATHCOMP: icebrot
« Reply #11 on: November 30, 2006 »
Nice, works well here.

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Offline benny!

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Re: MATHCOMP: icebrot
« Reply #12 on: November 30, 2006 »
@taj:

Of course. I have the GeForce 6800 GT and the fx runs very smooth on it!
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Offline taj

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Re: MATHCOMP: icebrot
« Reply #13 on: December 01, 2006 »
Those of you who have PS3.0 cards and could run icebrot can have a look here:

http://www.intro-inferno.com/production.php?id=2062

at a _1k_ version which is much much prettier and has more intersesting shapes. Here is an image to whet your appetite.
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Offline Rbz

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Re: MATHCOMP: icebrot
« Reply #14 on: December 01, 2006 »
hmm, your new 1kb prod isn't working here  :-\ , I got only a yellow screen  :(


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Geforce 6600GT 128MB (PS 3.0)
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Offline taj

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Re: MATHCOMP: icebrot
« Reply #15 on: December 01, 2006 »
with the unpacked version too? hmmm bloody shaders ok...I'll load a couple of test programs tonight if you dont mind trying to see if we can locate the problem...
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Offline Rbz

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Re: MATHCOMP: icebrot
« Reply #16 on: December 01, 2006 »
with the unpacked version too? hmmm bloody shaders ok...

Same for the unpacked too...

Quote
I'll load a couple of test programs tonight if you dont mind trying to see if we can locate the problem...
Ok  :)
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Offline taj

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Re: MATHCOMP: icebrot
« Reply #17 on: December 01, 2006 »
Rbraz,

can you run these four and let me know if anything appears on screen for each one. They dont look exactly as they are meant to but Im trying to find likely causes for the problem...

Thanks.
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Offline Rbz

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Re: MATHCOMP: icebrot
« Reply #18 on: December 01, 2006 »
Ok dude, here is the results:

rbraz32dm.exe  - red screen :(

rbraz8loop.exe - red screen :(

rbraznocos.exe - works fine :)  - I can see the fluid fractal and background is black, it change colors too..

rbraznomix.exe - red screen :(


Btw, I forgot to mention that your Icebrot example the background is black here, but the fractal have the same colors like your screenshot...
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Offline taj

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Re: MATHCOMP: icebrot
« Reply #19 on: December 01, 2006 »
rbraz32dm.exe  - red screen :(
rbraz8loop.exe - red screen :(
rbraznocos.exe - works fine :)  - I can see the fluid fractal and background is black
rbraznomix.exe - red screen :(
Btw, I forgot to mention that your Icebrot example the background is black here, but the fractal have the same colors like your screenshot...

How the heck the background is black is beyond me at the moment but I'll figure it eventually.
3 means that on your card we are running out of units for processing stuff like sin,cos etc in the vertex shader. You see you can be perfectly compliant with GLSL but be able to do very little - the spec is sooo loose right now in terms of maximum units to do things.

What card is it? Is it Ati or Nvidia?

I have one more try with code rewritten...I hope this fixes the problem but I bet its still black background :-(
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