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GigaBroccoli: The Mandelbulb into GigaVoxels
lundi, 23 novembre 2009

gigabroccoli1Last week I discovered this website: http://www.skytopia.com/project/fractal/mandelbulb.html. It describes a new way of rendering 3D Mandelbrot fractals using three components simplex numbers, instead of the traditional 4D Quaternion. This new function produces a lot more interesting 3D fractal details and lead to very impresive renderings.

I have implemented this function as a GPU producer into GigaVoxels and I am able to render it in real-time as you can see on this video. It is a work-in-progress, but it already works quite well ! (around 20FPS)

The fractal is computed on the GPU, not during the ray-casting as usually done, but as voxels stored into an Octree. Voxels are produced on-the-fly and stored into a cache in video memory in order to be reused while they stay visible. The octree is also subdivided on-the-fly and the subdivision is triggered directly by the ray-casting kernel. That prevents to generate any occluded data. I compute Ambient Occlusion very efficiently using filtered low resolution voxels and soft shadows are computed with secondary rays.

 

Better quality video files can be downloaded there: GigaBroccoli1.avi GigaBroccoli2.avi

gigabroccoli2

cudagigavoxels_2009-11-23_10-16-12-34 cudagigavoxels_2009-11-22_15-44-20-03

Comments
Written by Visiteur on 2009-11-30 14:20:34
Impressionnant ! 
 
David.R
Looks great
Written by Guest on 2009-12-03 07:24:53
Do you plan to release a demo ? 
 
Also interesting would be to use Gigavoxels to visualize a procedural landscape on the fly, created from perlin noise, height-slang with a volumetric extension or somethin similar. 
 
Sven
Written by Guest on 2009-12-03 15:06:57
incredible
Written by Guest on 2009-12-04 05:32:15
Please release a demo! 
 
Would love to have a go flying round this beautiful bit of math that strangely reminds me alot of art i've seen in temples in Nepal! 
 
BTW, support for 3Dconnexions SpaceNavigator in the demo would be brilliant! If you have'nt had a play with one yet, you should they are great (&cheap!)
Written by Guest on 2009-12-04 11:13:10
Fantastic work, Cyril! Voxel raycasting rules!
Written by Guest on 2009-12-04 11:16:57
Hi Cyril, do you use SSAO or raytraced AO?
Written by Guest on 2009-12-04 13:38:07
Your latest presentation (Gigavoxels come into play) mentions: 
 
Animation 
 
- Yes this can be efficiently animated 
- Volume deformation (skinning) 
 
Please tell me more! :eek
fov
Written by Guest on 2009-12-04 15:27:23
If you reduce field of view when 'close', I suspect it can get a lot more interesting. In the current videos, there is only translation and rotation of the camera.. which is anawagous [sic - elmer fudd mode to avoid stupid censor filter] to panning and rotating in 2D without reducing field of view there [again, avoiding a ridiculous filter here by using different words].
Written by Guest on 2009-12-04 15:42:39
hehe, you said anaw :grin
Written by Guest on 2009-12-04 17:36:43
Very nice stuff. Beats the crap out of current mesh-based technology in terms of quality. The future looks voxelly.
Mind-boggling
Written by Guest on 2009-12-04 20:40:04
You, Sire are a genius ;)
FPS IS RELATIVE ;)
Written by Visiteur on 2009-12-05 00:46:37
C'est complètement fou. :) 
On what kind of graphics card are you getting the 20fps?
FPS IS RELATIVE II ;)
Written by Visiteur on 2009-12-05 00:49:12
And what resolution?
Sweet!
Written by Guest on 2009-12-07 21:44:19
Looks great! 
Really gives you a feel for the shape. 
Wish you would do more z ooming. 
(third time ive typed this message because of filtering)
Written by Guest on 2010-03-15 15:03:41
Hi Cyril, 
 
when is the next update on your voxel tech?

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