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3D Graphics Search Engine:

The Geeks Of 3D

 
The Mandelbrot Set: Colors of Infinity

By Nathan Reed - www.reedbeta.com
and
Jérôme Guinot - www.oZone3D.Net

Initial draft: January 25, 2006




[ Index ]

Page 1 | Page 2 | Page 3 | Page 4 | Page 5 | Page 6

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5 - Implementation with Demoniak3D


Two different Demoniak3D projects come with this tutorial.

The first one is a direct implementation of the part "4.1 - A First Attempt". The first demo is located in the file DEMO1_Mandelbrot_Set_GPU.xml. Just load this file into Demoniak3D. DEMO1 does not use a 1D texture map but instead uses the number of iterations num_iterations as factor to compute outside color.

The second one is the direct implementation of the stream processing method. The second demo is shipped in two versions: one for nVidia and one for ATI (and other manufacturers...).

nVidia version: load the file
DEMO32_Mandelbrot_Set_GPGPU_Stream_Processing_NVIDIA.xml
in Demoniak3D if you have a nVidia graphics controller (gf5200 and +).

ATI version: load the file
DEMO31_Mandelbrot_Set_GPGPU_Stream_Processing_ATI.xml
if you have an ATI board (radeon9500 and +).

The demos are downloadable at the Mandelbrot project page: GPGPU Mandelbrot Demo. A more detailed explanation is provided about implementation and FBO (Framebuffer Object).









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GLSL - Mesh exploder


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Raymarching in GLSL



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