Hi, is there a patch using Iterated Function Systems (IFS) ?
Thank's, t. _________________________________________________________________ Messenger vuole te! Sei pronto? http://www.messenger.it
chi ball wrote:
Hi, is there a patch using Iterated Function Systems (IFS) ?
You want to implement an IFS in Pd?
I think that's a bad idea (unless you want it to be very slow, passing messages between different objects is not something you want to do 100000+ times per frame).
Having said that, I did try it, but didn't have much luck: I did something like:
[gemhead] [t a a a] [GEMglEnd] [repeat 10000] [GEMglBegin][glDefine GL_POINTS] ... [GEMglVertex3f]
but I got GL errors and no image, can't remember the exact message now though.
On the other hand, you can do some fun things with texture feedback quite efficiently:
http://claudiusmaximus.goto10.org/files/video/puzzle.ogg
Claude
Thank's, I have interest mainly in a fractal music, more than in graphic, so would be sufficient a numerical output. t. _________________________
Date: Thu, 14 Aug 2008 23:43:16 +0100> From: claudiusmaximus@goto10.org> To: c_cb@hotmail.it> CC: pd-list@iem.at> Subject: Re: [PD] pd and IFS> > chi ball wrote:> > Hi,> > is there a patch using Iterated Function Systems (IFS) ?> > You want to implement an IFS in Pd?> > I think that's a bad idea (unless you want it to be very slow, passing > messages between different objects is not something you want to do > 100000+ times per frame).> > Having said that, I did try it, but didn't have much luck: I did > something like:> > [gemhead]> [t a a a]> [GEMglEnd] [repeat 10000] [GEMglBegin][glDefine GL_POINTS]> ...> [GEMglVertex3f]> > but I got GL errors and no image, can't remember the exact message now > though.> > > On the other hand, you can do some fun things with texture feedback > quite efficiently:> > http://claudiusmaximus.goto10.org/files/video/puzzle.ogg%3E > > Claude>
Messenger vuole te! Sei pronto? http://www.messenger.it
chi ball wrote:
Thank's, I have interest mainly in a fractal music, more than in graphic, so would be sufficient a numerical output.
t.
mybe this is useful for you, too (from the pd archive). http://lists.puredata.info/pipermail/pd-list/attachments/20061209/18949493/l... marius.
Date: Thu, 14 Aug 2008 23:43:16 +0100 From: claudiusmaximus@goto10.org To: c_cb@hotmail.it CC: pd-list@iem.at Subject: Re: [PD] pd and IFS
chi ball wrote:
Hi, is there a patch using Iterated Function Systems (IFS) ?
You want to implement an IFS in Pd?
I think that's a bad idea (unless you want it to be very slow, passing messages between different objects is not something you want to do 100000+ times per frame).
Having said that, I did try it, but didn't have much luck: I did something like:
[gemhead] [t a a a] [GEMglEnd] [repeat 10000] [GEMglBegin][glDefine GL_POINTS] ... [GEMglVertex3f]
but I got GL errors and no image, can't remember the exact message now though.
On the other hand, you can do some fun things with texture feedback quite efficiently:
http://claudiusmaximus.goto10.org/files/video/puzzle.ogg
Claude
Aggiungila ai tuoi contatti! Conosci Doretta? Ti "cerca" su Messenger! http://doretta82live.spaces.live.com/
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
marius schebella wrote:
chi ball wrote:
Thank's, I have interest mainly in a fractal music, more than in graphic, so would be sufficient a numerical output.
t.
mybe this is useful for you, too (from the pd archive). http://lists.puredata.info/pipermail/pd-list/attachments/20061209/18949493/l...
marius.
hi chi ball, see the attached patch. it is using the sierpinski rules found at http://en.wikipedia.org/wiki/Lindenmayer_system. but as claude said, this method eats a lot of cpu. if you want to do such things for graphics, you should use a shader. but then you cannot read back the positions, so for fractal music, maybe this method is more helpful. marius.
Date: Thu, 14 Aug 2008 23:43:16 +0100 From: claudiusmaximus@goto10.org To: c_cb@hotmail.it CC: pd-list@iem.at Subject: Re: [PD] pd and IFS
chi ball wrote:
Hi, is there a patch using Iterated Function Systems (IFS) ?
You want to implement an IFS in Pd?
I think that's a bad idea (unless you want it to be very slow, passing messages between different objects is not something you want to do 100000+ times per frame).
Having said that, I did try it, but didn't have much luck: I did something like:
[gemhead] [t a a a] [GEMglEnd] [repeat 10000] [GEMglBegin][glDefine GL_POINTS] ... [GEMglVertex3f]
but I got GL errors and no image, can't remember the exact message now though.
On the other hand, you can do some fun things with texture feedback quite efficiently:
http://claudiusmaximus.goto10.org/files/video/puzzle.ogg
Claude
Aggiungila ai tuoi contatti! Conosci Doretta? Ti "cerca" su Messenger! http://doretta82live.spaces.live.com/
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Claude Heiland-Allen wrote:
chi ball wrote:
Hi, is there a patch using Iterated Function Systems (IFS) ?
You want to implement an IFS in Pd?
I think that's a bad idea (unless you want it to be very slow, passing messages between different objects is not something you want to do 100000+ times per frame).
Having said that, I did try it, but didn't have much luck: I did something like:
[gemhead] [t a a a] [GEMglEnd] [repeat 10000] [GEMglBegin][glDefine GL_POINTS] ... [GEMglVertex3f]
but I got GL errors and no image, can't remember the exact message now though.
I realize now my mistake: trying to use [translate]/[scale]/[rotate] in the wrong context, oops - have to calculate vertex coordinates manually.
Attached is a working IFS (for Gem and zexy), should give you some hints on how to play the chaos game. Starts to look fun at 10000 vertices per frame...
Claude
Claude Heiland-Allen wrote:
Attached
oops
is a working IFS (for Gem and zexy), should give you some hints on how to play the chaos game. Starts to look fun at 10000 vertices per frame...
#N canvas 0 0 525 537 10; #X obj 9 53 gemwin; #X msg 29 8 create; #X obj 9 9 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1 1; #X msg 29 28 destroy; #X obj 136 -133 gemhead; #X obj 160 86 repeat 100; #X msg 181 58 100; #X obj 144 -2 t a a a; #X obj 187 22 GEMglBegin; #X obj 120 24 GEMglEnd; #X obj 269 20 GLdefine GL_POINTS; #X obj 272 -7 loadbang; #X obj 252 -7 bng 15 250 50 0 empty empty empty 17 7 0 10 -262144 -1 -1; #X obj 76 308 GEMglVertex3f; #X obj 355 186 v $0-x; #X obj 355 237 v $0-x; #X obj 357 73 random 4; #X obj 405 186 v $0-y; #X obj 405 237 v $0-y; #X obj 455 186 v $0-z; #X obj 455 237 v $0-z; #X obj 355 212 + 1; #X obj 405 212 + 1; #X obj 455 212 + 1; #X obj 356 104 sel 0 1 2; #X obj 205 186 v $0-x; #X obj 205 237 v $0-x; #X obj 255 186 v $0-y; #X obj 255 237 v $0-y; #X obj 305 186 v $0-z; #X obj 305 237 v $0-z; #X obj 205 212 / 2; #X obj 255 212 / 2; #X obj 305 212 / 2; #X obj 237 143 t b b b; #X obj 160 115 t a b b b; #X obj 105 271 v $0-x; #X obj 155 271 v $0-y; #X obj 209 270 v $0-z; #X obj 132 241 t b b b; #X msg 260 55 10000; #X obj 141 -33 translateXYZ -0.3333 -0.3333 -0.3333; #X obj 140 -53 scale 3; #X obj 136 -109 t a b; #X obj 231 -84 f 0; #X obj 273 -102 + 3; #X obj 270 -79 mod 360; #X obj 136 -77 rotateXYZ; #X msg 217 54 1000; #X connect 1 0 0 0; #X connect 2 0 0 0; #X connect 3 0 0 0; #X connect 4 0 43 0; #X connect 5 0 35 0; #X connect 6 0 5 1; #X connect 7 0 9 0; #X connect 7 1 5 0; #X connect 7 2 8 0; #X connect 10 0 8 1; #X connect 11 0 10 0; #X connect 12 0 10 0; #X connect 14 0 21 0; #X connect 16 0 24 0; #X connect 17 0 22 0; #X connect 19 0 23 0; #X connect 21 0 15 0; #X connect 22 0 18 0; #X connect 23 0 20 0; #X connect 24 0 14 0; #X connect 24 1 17 0; #X connect 24 2 19 0; #X connect 25 0 31 0; #X connect 27 0 32 0; #X connect 29 0 33 0; #X connect 31 0 26 0; #X connect 32 0 28 0; #X connect 33 0 30 0; #X connect 34 0 25 0; #X connect 34 1 27 0; #X connect 34 2 29 0; #X connect 35 0 13 0; #X connect 35 1 39 0; #X connect 35 2 34 0; #X connect 35 3 16 0; #X connect 36 0 13 1; #X connect 37 0 13 2; #X connect 38 0 13 3; #X connect 39 0 36 0; #X connect 39 1 37 0; #X connect 39 2 38 0; #X connect 40 0 5 1; #X connect 41 0 7 0; #X connect 42 0 41 0; #X connect 43 0 47 0; #X connect 43 1 44 0; #X connect 44 0 45 0; #X connect 44 0 47 2; #X connect 44 0 47 3; #X connect 45 0 46 0; #X connect 46 0 44 1; #X connect 47 0 42 0; #X connect 48 0 5 1;
It's wonderful... Thanks! t.
Date: Sat, 23 Aug 2008 00:06:39 +0100> From: claudiusmaximus@goto10.org> To: c_cb@hotmail.it> CC: pd-list@iem.at> Subject: Re: [PD] pd and IFS> > Claude Heiland-Allen wrote:> > Attached> > oops> > > is a working IFS (for Gem and zexy), should give you some hints > > on how to play the chaos game. Starts to look fun at 10000 vertices per > > frame...
Leggi le tue mail sotto l’ombrellone con Windows Live Mobile! http://windowslivemobile.msn.com/BrowserServiceHotmail.aspx?lang=IT-IT
There is a good example from Cyrille using IFS to draw fractal very
fast with GLSL under GEM but i can't find it.
You need a good GPU because with my GeForce FX Go5200 on PB G4 it
doesn't work (but no problem on MacPro).
I tried to draw fractals with 'common ways' (using Pd and GEM - 50
iterations) and it was very very slow.
++
Jack
Le 14 août 08 à 21:55, chi ball a écrit :
Hi, is there a patch using Iterated Function Systems (IFS) ?
Thank's, t.
Aggiungila ai tuoi contatti! Conosci Doretta? Ti "cerca" su Messenger! _______________________________________________ Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/ listinfo/pd-list