Budda brot style fractals

I have been working on this for months now, total render time is about a week and it’s still pretty low quality, if you look close you can even see some tga compression artifacts, but it would take me weeks to re render  so i will let it be for now.


  • By Henrik Nordvik, December 26, 2011 @ 21:58

    How did you make it? It is beautiful. I wonder if it would be possible to make a real-time approximation of this.

  • By Peter Wallström, December 26, 2011 @ 22:40

    I use a pretty simple setup,i basically just feed random points into a vertex buffer and then render them as points, then instead of using the fragment shader to render the mandelbrot (and similar) fractals as i normally do, i use the geometry shader , but instead of counting how long each point it takes to escape i just simply plot the escape path with points, after some creative tonemapping and a lot of time i get the final result.
    But it is a pretty chaotic system that relies on a scattering effect so i doubt that it will ever get a real time approximation (or faster for that matter), unless you start using stuff like quantum computing processors, either way that math is far beyond anything we have today.

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