Mandelbrot

I remember nvidia dev support did that with dx8 style hw, a fine tesselated mesh and a vertex shader. Quite obvious stuff anyway..

ciao,
Marco
 
You want to force to buy a RadeOn 9700 don't you ? ;)

Congratulations about your web site.

I've to say your demos are nice, that's why you have so many hits, not taking into account they are cutting edges :)
 
Ah, mandelbrot fractals. I remember writing a mandelbrot viewer on my Amiga in Blitz basic 2. I drew a fullscreen fractal in 'only' 40 seconds :) But when I showed it to a friend he were like "That’s no good, it's not even in color!" :( I had selected a greyscale palette just like Humus. I quickly changed it to a color one, but it was too late to change his first impression. So you just might want to make it somewhat more colourful Humus. :)
 
Thowllly said:
Ah, mandelbrot fractals. I remember writing a mandelbrot viewer on my Amiga in Blitz basic 2. I drew a fullscreen fractal in 'only' 40 seconds
Some friends and I had done our first Mandelbrots on our Apple IIe's back in high school (yes, that was a while ago ;) )... a hi-res (280x192 or something) image only took something like a couple hours at a maximum of 20 iterations per pixel :p

We would change to lo-res (40x24, I think) so that we could find interesting places to zoom in less time.

When I started doing Mandelbrots in college on my Amiga 1000 with a 68020/68881 combo crammed inside, I was using a free Pascal compiler that generated assembly code. The assembly code was completely devoid of optimizations so I hacked up the main loop to use registers and got a rather large speed boost :) The great thing was that my Amiga 1000 was faster than the Mac II's that were in the lab, and it cost a heck of a lot less as well. Plus, AmigaDOS was multitasking friendly, but MacOS was, in those days, definitely not (Multifinder?? What a joke!).
 
nAo said:
I remember nvidia dev support did that with dx8 style hw, a fine tesselated mesh and a vertex shader. Quite obvious stuff anyway..

ciao,
Marco

Bah! is what I say to vertex shader mandelbrot :)
Anyway, what this thing really need is higher precision. I would also gain a whole lot from data dependent branching in fragment shaders. Guess I'll have to redo it with a R400 when they come around :)
 
Ingenu said:
You want to force to buy a RadeOn 9700 don't you ? ;)

Congratulations about your web site.

I've to say your demos are nice, that's why you have so many hits, not taking into account they are cutting edges :)

Heh, well, I don't have any interest in boosting ATi's sales. I just enjoy exploring new tech :)
(3000+ visitors the last 24 hours :eek::D)
 
Thowllly said:
Ah, mandelbrot fractals. I remember writing a mandelbrot viewer on my Amiga in Blitz basic 2. I drew a fullscreen fractal in 'only' 40 seconds :) But when I showed it to a friend he were like "That’s no good, it's not even in color!" :( I had selected a greyscale palette just like Humus. I quickly changed it to a color one, but it was too late to change his first impression. So you just might want to make it somewhat more colourful Humus. :)

I could of course do a dependent texture read into some kind of palette texture in the end. Will try that :)
 
Normally you access textures in a linear fashion. You specify texture coordinates for each vertex and interpolate it in between for each fragment. A dependent texture read on the other hand means the texture is accessed with custom texture coordinates you calculate for instance in a pixel shader, or in more limited cases directly mapped from another texture (EMBM etc.). In this case I could instead of just outputting the final gray shade use it as a texture coordinate into a 1D texture would would then work like a palette.
 
nAo said:
Humus said:
Anyway, what this thing really need is higher precision
Mr.David Kirk: Pinky, are you pondering what I'm pondering? ;)

ciao,
Marco

Heh, well I suppose Kirk will love to have something to prove how lame "half-measures like 96bit" is. But then I suppose they already have stuff running in their labs that will require more than 96bit already for the official launch.
 
Quick unrelated question :
Do the RadeOn 9700 have both a fixed function and programmable pipeline, or only a programmable pipeline ?
 
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