3D fractals demo

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3D fractals demo

PostPosted by Bananaft » 13 Nov 2016, 22:53

Lately I was playing with raymarching and 3d-fractals. I came up with the method to optimize raymarching and implemented it in Urho. I also added volumetric light scattering for point and spot lights. Taking from this demo: http://blog.mmacklin.com/2010/05/29/in-scattering-demo/ and using some ugly hackery to make it work with finite attenuation lights (it uses inverse square fore light attenuation ).

Requires modern GPU.

Screenshots and download:
https://bananaft.itch.io/yedomaglobula

more pics: https://twitter.com/Bananaft/media
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Re: 3D fractals demo

PostPosted by theak472009 » 14 Nov 2016, 01:46

Looks freaking amazing man. Reminds me of those ShaderToy fractal demos.
Any chance to get the C++ source code or is it all done in shader code?
Edit: Found the code in Angelscript.
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Re: 3D fractals demo

PostPosted by ghidra » 14 Nov 2016, 21:10

super cool.
The lights look great. Are you also building collision objects for that character to stand on?

I did some similar work a while ago.. but I never took it as far as you have:
topic1682.html
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Re: 3D fractals demo

PostPosted by dakilla » 15 Nov 2016, 08:25

nice, I love fractals
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Re: 3D fractals demo

PostPosted by Lumak » 15 Nov 2016, 16:28

I like the lighting effect. Awesome demo.
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Re: 3D fractals demo

PostPosted by Bananaft » 15 Nov 2016, 21:44

Thank you all for feedback. So it actually works :). Forgot to ask, I really want to know what hardware you have and what performance you are getting?

theak472009 wrote: Reminds me of those ShaderToy fractal demos.

My go to source.

theak472009 wrote:Any chance to get the C++ source code or is it all done in shader code?


With this project I've made my first baby steps in C++. Whole raymarching thing is purely glsl and renderpath.xml. But I had to disable Z-culling for light volumes, to make them work with raymarching result. Also I passed couple additional shader parameters for light scattering of spotlights. That's like 5-6 lines changed.

ghidra wrote:Are you also building collision objects for that character to stand on?

No, I just placed him there :). I haven't tried collisions yet, but I will. Mesh is not an option, I have to calculate SDF for collisions either on GPU or CPU, both ways seems terrible. CPU will require to write code twice, keep it same, and may still give different results (in theory). GPU has problems with bringing information back to CPU to update objects.
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Re: 3D fractals demo

PostPosted by vivienneanthony » 17 Nov 2016, 17:41

I wonder if a Linux version can be built. :-/
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Re: 3D fractals demo

PostPosted by dakilla » 17 Nov 2016, 18:31

just put the linux binary player in the folder and run it.
it works partially, I experimented somes bugs...
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Re: 3D fractals demo

PostPosted by Bananaft » 17 Nov 2016, 20:34

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Re: 3D fractals demo

PostPosted by franck22000 » 18 Nov 2016, 10:55

Very nice demo !

Do you think you could make a pull request in Urho3D master branch for adding this volumetric effect support to point and spot lights ? That would be awesome.
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