Art, code and miscellaneous experiments from Demoscene Passivist related in some way to JOGL. For more take a look at www.jogamp.org
Spam incoming :) … another nine fractal bitmap orbit trapping variations: #1, #2, #3, #4, #5, #6, #7, #8 and #9. Enjoy!
As I can’t get my fingers off these flare bitmaps, here is yet another one in the series …
And here we go with another one in the series …
And another one in the Julia-Set fractal bitmap orbit trapping series …
The logical consequence of my last six postings: Julia-set fractal bitmap orbit traps. Same codebase as the last six times ofcourse …
Overview of over ~40 different bitmap variations for my fractal bitmap orbit trapping fragment shader. Guess I’m ready for some new stuff here, so next up: julia-set fractal bitmap orbit trapping :)
Another fractal bitmap orbit trapping experiment. Seems that highly translucent flare bitmaps work quite well. Guess I’ll have to dig in deeper on these … code is ofcourse the same as before.
Another try in my “A fractal a day keeps the doctor away!”-series. Code stays the same.
Yet another fractal bitmap orbit trap variation. Setup- and shader-code stays the same, as before just varied the bitmap.
A fractal orbit trap a day keeps the doctor away! … or stg like that. As promised before another orbit trap variation. Setup and shader code stays the same, only varied the bitmap.
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
Finished my post processing anti-aliasing evaluation and settled with a combination of FXAA and 2xFSAA. As before I used the Mandelbrot and Displaylist routines as basis for the experiments. Source on Github: GL3_FXAA_Mandelbrot.java and GL3_FXAA_DisplayLists.java. JOGL “friendly” fragment shader (eliminated the need for a dedicated vertex shader): .fs
Continuing with my experiments regarding anti aliasing, I took a look at the idea of combining post-processing anti-aliasing (FXAA) with super sampling as explained by Timothy Lottes. As the above picture clearly shows the results of 2xFSAA+FXAA line up somewhat between 2xFSAA and 4xFSAA at the cost of 2xFSAA (as FXAA is neglectable performance wise). JOGL2 port/implementation coming up shortly …
My eighth (first, second, third, fourth, fifth, sixth and seventh) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
My seventh (first, second, third, fourth,fifth and sixth) “Monkey Mathica” plane deformation shader series try. Setup code is the same as in the other tries: GL3_MonkeyMathica.java but ofcourse the fragment shader differs: .fs
NIGHTNIGHT by DEDDY