Mandelbulb Implementations

Fractals, GPU, Mandelbulb No Comments »

Several implementations have appeared since the Mandelbulb surfaced a couple of months ago.

The first public GPU implementation I know of was created by ‘cbuchner1′. It is based on a sample from NVIDIAs OptiX SDK, and features anaglyphic 3D, ambient occlusion, phong shading, reflection, and environment maps. It can be downloaded here (Windows only and requires a forum signup).


Example made with cbuchner1’s implementation

Very interestingly this binary runs on my laptops modest GeForce 8400M. I am a bit puzzled about this – NVIDIA state that the OptiX SDK requires a Quadro or a Tesla card, and I am not able to run the Julia OptiX demo, that cbuchner1s app is derived from.

Subblue has also created a Mandelbulb implementation, released as a Pixel Bender script and a Quartz composer plugin. A number of interesting customizations makes this my favorite choice: it is possible to explore negative and fractional powers, switch to Julia sets, and the lightning options can be fine-tuned. The only drawback is that Pixel Bender does not make it possible to directly rotate, zoom, and translate the camera – you have to rely on sliders for that.


Example created by Subblue.

Iñigo Quílez has also created a GPU implementation, but unfortunately he has not released any code yet. A couple of videos are available on Youtube, though: Part 1, Part 2, Part 3.


Quilez also discovered this intimate connection between the Shroud of Turin and the Mandelbulb.

The MathFuncRenderer also has a Mandelbulb implementation. I had a few quirks with this one – I had to install OpenAL, and the UI was quite non-responsive, but this may be due to my graphics card.

Another very interesting implementation is the GigaVoxels Mandelbulb: Whereas most implementations cast rays and use a distance estimator to speed up the ray marching, GigaVoxels use voxels stored into an Octree, which is populated on-the-fly.

For other implementations keep an eye on Fractal Forums Mandelbulb Implementation category.

Generative Art 2009 Conference (Milano)

Generative Art, Science and Art, Structure Synth 3 Comments »

This week (15-17 December) I attended the Generative Art 2009 conference in Milano, Italy. It is a conference with a quite broad and diverse focus attended by both artists and academics from many different fields. And, as far as I know, it is the only conference on Generative Art.

I do not think of myself as an artist, and neither do I work in the academia. So it was not at all obvious for me to attend the conference. But when I got a an email from Celestino Soddu (the chairman of the conference) asking me to consider participating in the conference, I became curious since the conference revolves around many of the concepts that interests me: genetic algorithms, swarms and flocking, multi-agent systems, sound synthesis, architecture, digital photography, etc…

So I went, and gave a short introduction to Structure Synth and its history (Chomsky’s formal grammars, Chris Coynes context-free design grammars, and the relation to Lindenmayer systems).

The paper is available here (PDF):
Structural Synthesis using a Context-Free Grammar Approach.


Structure Synth image.

I will start out by saying that I enjoyed the conference a lot. People were very friendly and interesting, and I had a lot of good discussions. And I think the diverse mixture of different cultures, nationalities, fields and practices is exciting – even though it also meant that some of the presentations became too tangential to my interests – and some were even nearly incomprehensible to me.

Some of my personal highlights in the conference were Arne Eigenfeldts “In Equilibrio”, a multi-agent music system, Daniel Bisig and Tatsuo Unemis “Swarms on Stage – Swarm Simulations for Dance Performance” and Philip Galanters theoretical essay on “Fitness and Complexification in Evolutionary Art” – even though I do not agree with Philip here: I think the idea of establishing an aesthetic fitness function, which could be used by genetic algorithms, is a futile endeavor. The AI community seems to have had little progress with mimicking human behavior the last forty years (e.g. see my conversation with last years Loebner prize contest winners), and surely aesthetic judgments require a lot beyond what is needed to pass a simple Turing test.


Sculpture (found somewhere in Milano).

Another highlight was Celestino Soddu’s own introduction – it contained a slideshow with an enormous amount of his own generated architectural works, and I think it demonstrated an impressive and consistent approach to generative architecture. But it also made me wonder if we will ever see a skyscraper created by a generative system.

As a final note, I also think the academic community should try to establish some sort of communication to the vibrant generative art internet community and demo scene practitioners. I am not sure exactly how this could be accomplished, but many interesting projects seems to emerge from these settings.

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