Back when doing my PC 4k entry for the Revision 2011 I felt I only scratched the surface to what’s possible with fractal bitmap orbit traps. So finally I got the time to revisit these beauties. This time a quite extended visit, so be prepared for a lot more videos in the coming weeks. The setup/init code on Github: GL3_FractalBitmapOrbitTrapping.java and the shader: .fs

Having recently bought a new GPU (ATI 6990M) it was time to test a quite cool feature I had to pass on for a while: double precision floating-point arithmetic (GL_ARB_gpu_shader_fp64). So it was obviously time for another field trip into the world of fractals, and this time a really deep one. Code can be found here: GL4_Mandelbrot_DoublePrecision.java Shader code: .fs

When u already got a fragment shader calculating a Mandelbrot fractal working, the Julia set is not far away. Adding simple sin/cos based movement on the complex plane gives a quite nice animation for the fractal. Java code as always on Github (extends the Mandelbrot codebase): GL3_JuliaSet.java Corresponding GLSL fragment shader can be found here: .fs

Made a small field trip into the world of fractals by implementing a fragment shader that calculates a Mandelbrot fractal zoom animation in some GPGPU fashion. It zooms into the fractal up to the limit of single precision floats available via GLSL. To zoom in further I guess u have to use double precision or even more. Looks like “A case for inspector JOCL” to me. Code can be found here: GL3_Mandelbrot.java Shader code: .fs

NIGHTNIGHT by DEDDY