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fractals.videos




This is a recopilation of all the videos you can find over the different sections about fractals in my site. You can find the explanation there. Here, just click to get the animations.





algorithms
This is a zoom into the Mandlbrot set, rendered according to the Douady and Hubbard potential (see here).

Each frame was rendered with 3x3 antialising in space, and 8 times supersampling over the time. Complete animation is 30 seconds. Rendered in 2002.



This is a zoom into the Mandlbrot set, to exactly the same point as the previuos video. However, each frame is rendered using an orbit-trap algorith. The trap-shapes are two lines, rotating over time. (see here).

Each frame was rendered with 3x3 antialising in space, and 8 times supersampling over the time. Complete animation is 30 seconds. Music (made by me!) is included in this video. Rendered in 2002.



This is a static julia set, rendered using an orbit-trap algorith. The trap-shapes are several sinusoidal waves, moving on over time. (see here).

No antialiasing was used to make this video.






3d fractals
For the first time, a video than actualy renders in real time. This short video is a catpure of a demo that renders realtime 4d julia sets :)
However I set the quality seetings to the maximin and the rendering became a bit slower: it took 7 minutes to render the full movie, what is a nice improvement compared to all other methods I tried before. You can enjoy the realtime rendered fracals here.

The rendering includes some realtime ambient occlusion technique that improves realism.

Be warned, the video is 50 Megabyets...

Made in 2007.


Another animation made with the raytracer. This one is quite long, 3 minutes 44 seconds, and it contains some music. Take care, it's 45 Megabytes div-x video :)

Again, simple lighting: one infinite light source that casts a shadow, and very basic phong shading. A bit of glow postprocess allows the HDRI highlights to shine nicely.

Each frame was rendered with 2x2 antialising in space (what obviously is not enough), and 9x supersampling over the time, at 640x480 pixels, 24 frames per second. The video was calculated in less than 12 hours (thanks SSE programming).

Made in 2005.


This is a 3d julia transformation over time (the parameter "c" is changed with time). Renderer using the algorithm explained here, and an extension of the raytracer implemented here.

The scene contains only one light source that casts a shadow. However, a bit of Ambient Occlusion shading technique is used to give a bit of global illumination effect, that makes the video a bit more realistic ( ...did you ever see a real 3d julia set??...). Texturing is done with a procedural 3d solid celular pattern.

Each frame was rendered with 2x2 antialising in space, and 2x supersampling over the time. The video is 30 seconds of 640x480 pixel animation, and took a week to be calulated on a very fast machine.

Made in 2005.


This is a 3d julia transformation over time (the parameter "c" is changed with time). Renderer using the algorithm explained here, and the raytracer implemented here.

The scene contains 3 light sources, shadows and the fractal is textured with enviromental mapping.

Each frame was rendered with 3x3 antialising in space, but no supersampling over the time. Complete animation is 12 seconds.

Made in 2002.



This video is similar to the previous one, but the 3d julia is static. Renderer using the algorithm explained here, and the raytracer implemented here.

The scene contains 3 light sources, shadows and the fractal is textured with fixed enviromental mapping.

Each frame was rendered with 3x3 antialising in space, but no supersampling over the time. Complete animation is 8 seconds.

Made in 2001.



This time the 3d julia set is part of a more complex 3d scene. Renderer using the algorithm explained here, and the raytracer implemented here.

The scene contains 1 light source, shadows, real reflections and a total of 16 objects.

Each frame was rendered with 2x2 antialising in space, but no supersampling over the time. Complete animation is 8 seconds.

Made in 2002.






fbm
This is an experiment to see the evolution on time of a several levels Fractional Brownian Motion (see here).

Complete animation is 10 seconds. Made in 2001.



Same video as before, but with some color added via three independent FBMs.

Complete animation is 10 seconds. Made in 2001.



A flyby over a fbm landscape. This is not rendered using a raytracer, but a raymarcher (see here).

Terrain elevarion, textures, grass distribution and clouds are created with Perling noises.

It includes shadows, reflections and fog.

Each frame was rendered with 3x3 antialising in space, but no antialsing over time. Complete animation is 30 seconds. Made in 2001.



Another terrain animation. Landscape, grass distributuion, clouds and other detals are fbm based. The rest (space ships and so on) is based on simple shapes like spheres and so on. More info here.

The video is computed from a 4k kilobytes executable :) Cilck on the right to download it. Made in 2008.






misc
Made in 2005, I basically took a code I made for a 64kb intro back in 1999 (rare), and add a time dependant parameter to it. I also slighly modified the original formula for creating four variations of the resulting image, and added music to it. The formulas are a insipired in the "pop-corn" formula by Pickover.

Complete animation is almost two minutes of 640x480 2x2 antialiased images, at 30 frames per second, compressed for quality in a 12 MBytes video. It was rendered in about 6 hours.













iņigo quilez 2001-2008