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BrutPitt / glChAoS.P, Hacker News

BrutPitt / glChAoS.P, Hacker News


                    

        

glChAoS.P/glChAoSP: OpenglChaoticAttractorsofSlight (dot)Particles A real time 3D strange attractors scout … and hypercompex fractals (new!)

To view all Attractors / Fractals currently inserted in this version, follow the link:Attractors Formula

All availabe 1.4.0 releases==>Release Notes(what’s new)

  • glChAoS.P– (DeskTop) ******* – binaries availableWindows/(Linux) /OS X
  • wglChAoS.PWebGLviawebAssemblylive/onlineusing your browser – also for mobile devices
    • You can select (Advanced Mode) ******* (check box) (default) ) or deselect it forStandard Mode, for low resources devices ( mobiles / tablet / smartphones), also fromwglChAoS.P Advanced Modepage description

New ver.1.4.0clipping planesfeature:

Particle System rendering features

  • 100 Mof particles in minus of 1.6 GByte of VRAM .. until265 M(4G VRAM):Slight (dot)Particles
    • only avec4(4-float) per vertex for position and color
  • Rendering: RealTime Surface Reconstruction / Shadows / Ambient Occlusion
  • Light Models: Phong / Blinn-Phong / GGX
  • Glow effects: Gaussian Blur / bilateral deNoise with threshold / Gaussian deNoise
  • Anti-aliasing: FXAA
  • Image adjustment: Bright / Contrast / Gamma / Exposure / ToneMapping

WithBillboardandPointSpritetechniques

3D DLA (Diffusion Limited Aggregation) –DLA3D Video Example

PersonalDLAf-optimizedproject, adaptation and optimization from original code ofMichael Fogleman, with possibility to export / import to / from PLY format and to continue a previous rendering.

Rendering models with Aizawa attractor –Video Example

Further rendering engine improvement (from ver.>=1.3.x) –Rendering Video Example

*features also available in WebGL advanced version

wglChAoS.P – the WebGL2 online version (ver. 1.4.0)

This is aWebGL2/WebAssemblylightenedLIVE / ONLINEversion ofglChAoSPand Supports touch screen for mobile devices, smartphones and tablets

Go towglChAoS.P – LIVE / ONLINEstarting page

wglChAoS.P Advanced Mode – WebGL2 with new rendering engine

This is aWebGL2/WebAssemblylightenedLIVE/ONLINEversion withnew rendering engine: dual pass accurate rendering, shadows and ambient occlusion

(Go towglChAoS.P Advanced Mode (page)

*Advanced Mode not availabe / tested still for mobile devices

Hypercomplex fractalslike attractors – via IIM (Inverse Iterations Method)

glChAoS.P features

glChAoS.P is a 3D realtime Particle System with some unique features:

  • 100 Mof particles in minus of 1.6 GByte of VRAM .. until265 M(4G VRAM):Slight (dot)Particles
    • only 4-float (vec4) per vertex: position and color
  • PointSprite and Billboard particles types
  • 3D blended / solid / lighted particles
  • Single dot or DualPass rendering (surface reconstruction from zBuffer)
  • Shadows and AmbientOcclusion
  • Light models: Phong / Blinn-Phong / GGX
  • Distance attenuation on Size an Alpha channel
  • Full customizable colors, with several color palettes
  • Customizable glow effects: Gaussian Blur / bilateral deNoise with threshold / Gaussian deNoise
  • Customizable FXAA filter
  • Motion blur
  • Post processing image correction:
    • Gamma
    • exposure
    • Brightness
    • Contrast
    • ToneMapping / HDR

… and more

For more usage info:glChAoS.P info

Some screenshots from different operating systems

Hardware required:

  • glChAoS.P– GPU with OpenGL 4.1 or higher
  • wglChAoS.P– Browser with WebGL2 capabilities (FireFox, Chrome or Chromium based browsers)

Theoretically all graphics card that supports OpenGL 4.0 supports also OpenGL 4.5, depends only from drivers (and OS)

About the GPUs that support the OpenGL 4.5 (with appropriate drivers and OS permitting):

  • NVidia starting from GT / GTX 4xx series
  • AMD starting from HD 5xxx series
  • Intel starting from Ivy Bridge / Bay Trail CPUs (with HD 4000 / 2500 Graphics)

Hardware recommended:

  • GPU starting from AMD HD 7970 / NVidia GTX 670 or with better performance
  • CPU with 2 or more cores

About performance

Glow effects, mostly with sigma>5, and DualPass / Shadows / AO requires expensive calculations in terms of performance

If you have slow performance try, in this order:

  • Disable (DualPass) rendering and / orAOand / orShadows
  • DisableGlowEffectsand / orFXAA
  • PreferPointsprite: on AMD and Intel GPU (sensible difference of performance)
  • Decrease number of particles buffer
  • Decrease point size (if you can)
  • try squared 1024 x 1024 (power of 2) window size (fromSettings panel)

Supported Operating systems:

  • Microsoft Windows
  • Linux / Unix
  • Mac OS X
  • Android via webBrowser (wglChAoS.PWebGL / webAssembly, lightned version)

Tested Operating System Versions:

  • Microsoft Windows 7 / 8.x / 10
  • Linux distributions: Ubuntu 16. 04 / 18. 04, Fedora 27 / 28 / 29
  • Mac OS X 10. 14 (Mojave)
  • Android 5/6/7/8/9 with Firefox and Chrome

Executables

No installation program is provided: just clone it form github or download the archive and decompress it in a folder whatever: only the internal directories structure must be preserved.

For Windows and Linux glChAoSP uses OpenGL 4.5 with AZDO (Approaching Zero Driver Overhead) and a separate thread (multithread) emitter / generator of particles with memory mapped directly on GPU vRAM.

On Mac OS X, for a limitation of the OS (from Mojave Apple have deprecated OpenGL) there is a downgraded version that use OpenGL 4.1 (higher possible) with a separate thread emitter / generator that uses the conventional CPU memory.

Are provided executable for the followings OS:

  • Windows
    glChAoSP.exeandglChAoSP _ 32 .exe: native executable (64 and 32 bit) are provided for OpenGL>=4.5:Preferably use the 64 – bit version. (you can recompile it, with appropriate define, to obtain an OpenGL 4.1 compliant)
    glChAoSP_viewports.exe: beta version of multiple viewports is also provided (floating GUI windows that can go out outside of main Viewport / Window): (only (bits). This is a great version, solid beta and full functional, but based on aunder developmentversion ofImGuilibrary.
    Tested on Windows 7, 8 and 10

  • Linux
    glChAoSP_Linux: native executable (64 bit) is provided for OpenGL>=4.5, (you can recompile it, with appropriate define, to obtain an OpenGL 4.1 compliant)
    After clone, copy or decompression, take care that executable bit of the fileglChAoSP_Linuxis active (chmod x).
    Take care to have installed OpenGL library, whereas (libX) libXextshould already be installed.
    It was tested on Fedora 27 / 28 and Ubuntu 16. 04 / 18. 04 LTS, although with subsequent updates and different library versions you may need to rebuild it. Read Build / CMake sections for further information.
    Tested on Fedora 27 / 28 and Ubuntu 16. 04 / 18. 04

    • (wine)
      The Windows executable, 32 / 64 bit, works fine also in wine 3.xx with no evident loss of performance

NOTE: Ending support for Ubuntu 16. 04 LTS (ended to April 2019): the distributed executable is no longer compatible, but compile compatibility remains: you can compile source code to build your executable.

  • (OS X)glChAoSP_OSX: native executable (64 bit) is provided for OpenGL 4.1
    From“Finder”click on applescript:glChAoSP_OSX.app, or form command line type directly the command:./glChAoSP_OSX
    It was tested on OS X ver 10. 14 (Mojave) only, although with subsequent updates and different library versions you may need to rebuild it. Read Build / CMake sections for further information.
    Tested on 10. (Mojave)

To buildglChAoS.P

Build requirements

  • Compilers with full C 14 standard required
  • CMake 3. 10 or higher
  • Boost Library to build DLA3D (Diffusion Limited Aggregation) object exlploration , (or uncomment DISABLE_DLA3D in CMake file to disable it)

Tested Compilers

  • Microsoft Visual Studio 2019 / 2017 / 2015 (Platform Toolset v. 142 / 141 / 140: it does not work with previous versions)
  • CLang 5/6/7
  • GNU C 5/6/7/8

For Windows and Linux glChAoSP uses OpenGL 4.5 with AZDO (Approaching Zero Driver Overhead) and a separate thread (multithread) emitter / generator of particles with memory mapped directly on GPU vRAM.

On Mac OS X, for a limitation of the OS (from Mojave Apple have deprecated OpenGL) there is a downgraded version, that use OpenGL 4.1 (higher possible) with a separate thread emitter / generator that use the conventional CPU memory. *********

Furthers “build” option are provided:

  • Use OpenGL 4.1 also on Windows and Linux.
  • Single thread version.

CMake

In the folder./ SRCthere is theCmakeLists .txt, use this folder as base directory.

Read below more obout your OS.

GLFW Library

Enclosed 32 / 64 bit built library for Windows, and 64 bit for Linux and OS X
When build glChAoSP, compiler looks for GLFW installed library, before, in the follows path:

  • SRC / SRC / LIBS / GLFW / buildLinux (Linux)
  • src / src / libs / glfw / buildOSX (OSX)
  • src / src / libs / glfw / buildWin (Windows)

So, you need to delete it, or modify the CMake file, to use personal ones version. In this case you need to have installed GLFW Library, ver 3.3 or higher, or re-build the enclosed version in“./ src / src / libs / glfw”folder.

Boost Library

Currently boost library for DLA is no longer necessary: has been replaced withnanoflannheader-only library for KD-Trees of datasets point clouds (included in repository). In alternative, boost library is anyway enableable via internal define

Boost Library in particular:function_output_iteratorandgeometryare necessary to build DLA3D (Diffusion Limited Aggregation) object exlploration in glChAoS.P. It’s not included in the repository, but can be downloaded fromhttps://www.boost.org/

It is not necessary to build the library, only headers files is enough (they must be in the compiler research path). Add the location in to INCLUDEenvironment variable or unpack / copy the (boost) include directory undersrc / src / libs: this folder is already added in CMakeFile

You can also disable the building of DLA function: pass- DGLAPP_DISABLE_DLAto compiler, or uncommentGLAPP_DISABLE_DLAflag insrc / CMakeFile.txt, or uncomment it directly in the filesrc / src / appDefines.h

Windows

Windows user needs of Visual Studio 2019 (it works also wit VS 2017 / 2015, but is need to change appropriate (Platform Toolse) and / orWindows SDK versionthat you have installed). In alternative, CMake 3. 10 (or higher) for other compilers toolschain (non tested, but it should work).

  • Microsoft Visual StudioIn the folder./ src / msBuildsthere is the solution project for use with Visual Studio 2017.
    The current VisualStudio solution refers to my environment variable RAMDISK (R:), and subsequent VS intrinsic variables to generate binary output:$ (RAMDISK) $ (MSBuildProjectDirectoryNoRoot) $ (DefaultPlatformToolset) $ (Platform) $ (Configuration) Even without a RAMDISK variable, executable and binary files are outputted in base to the values ​​of these VS variables, starting from root of current drive.
    You can use CMake to generate a VS 2015 solution: previous versions do not support C 14 standard.
    If you want useLLVM clangto build glChAoSP, inside Visual Studio, you can use the LLVM plugin (after to have installed clang, in windows) and simply change the toolschain in“Properties → General → Platform Toolset”

  • NOTE:To buildviewportsversion addGLAPP_IMGUI_VIEWPORTcompiler define or uncomment it inappDefines.h

Linux

Lunux users need to install the GCC C / C v.5 or higher (or clang v.5 or higher) compilers and associated tools such asmakeandCMake(need v3. 10 or higher). To install gcc C / C :

  • Debian, Ubuntu:sudo apt-get install build-essential cmake cmake-qt-gui
  • Fedora, RedHat:sudo dnf install make gcc-c cmake cmake-gui

You need also to have installed OpenGL library and relative development package:libgl1-mesa libgl1-mesa-dev(Ubuntu) ormesa-libGL mesa -libGL-devel(Fedora), and also of GLFW library 3.3 or higher.

Thebuild_glChAoSP.shscript build glChAoSP, with the pre-built GLFW library (included).

ThebuildLinux.shscript is provided as helper, it callbuildGLFW.sh(to build / erbuild GLFW) andbuild_glChAoSP.shsequentially.

To build / rebuild GLFW from enclosed sources you must have installed also “development” packages:libx 11 - dev libxext-dev(Ubuntu) or (libX) – devel libXext-devel(Fedora).

UsebuildGLFW.shfrom./ SRCdirectory, or build GLFW directly from./ SRC / SRC / LIBS / GLFW

(documentation:https://github.com/glfw/glfw)

OS X

Mac users must have installed Xcode and the Command Line Tools, CMake 3. 10 or higher.

CMake uses the enclosed built version of GLFW (actual development branch v.3.3)

To build glChAoSP on OS X, from./ SRCfolder, callsh build_glChAoSP.sh OSX(recommended use).

If you need to build GLFW too, thebuildOSX.sh (script is provided as helper: it calls) buildGLFW.sh OSX(to build / erbuild GLFW) and (build_glChAoSP.sh OSX) Sequentially.

Or usesh buildGLFW.sh OSXfrom ./src directory, or build GLFW directly from./ SRC / SRC / LIBS / GLFW

(documentation:https://github.com/glfw/glfw)

Several warnings are visualized, it is normal. I tested it only on OS X 10. 14 Mojave (build and binary).

WebGL via WebAssembly – EMSCRIPTEN

The CMake file is able to build also anEMSCRIPTENversion, obviously you need to have installed EMSCRIPTEN SDK on your computer ((***********************************************************************************************************************************************************************************************). 201. 38. 281. 38. 40 or higher). UseemsCMakeGen.cmdorEMSCMakeGen.shfrom ./src directory, or look inside it, to pass appropriate defines / patameters to CMake command line.EMSCMakeGenneed to know the location of EMSDK, and the “build-type” object to create.

For exemple, run:

emsCMakeGen.sh /opt/emsdk/emscripten/1.38. 20 Debug | Release | RelWithDebInfo | MinSizeRel

EMSCMakeGen.cmd C: emsdk emscripten 1. 38. 20 Debug | Release | RelWithDebInfo | MinSizeRel

To build the EMSCRIPTEN version, in Windows, with CMake, need to havemingw 32 – make.exein your computer and in the search PATH (only the make utility is enough): it is a condition of EMSDK tool to build with CMake in Windows.

CMake

To install CMake 3. 10 or higher where is not provided (Ubuntu 16. 04 LTS distribution have v3.5):

You have first to remove the installed version by typing executing:sudo apt purge cmakeThen go tohttps://cmake.org/download/and download the latest version you need. If you download a .tar.gz file you have to unpack it using a command like:tar -xvf cmake-3.XX.XX-Linux-x 86 _ 64 .tar.gzThen go to the folder of cmake (cd cmake-3.XX.XX-Linux-x 86 _ 64) and from there execute the following commands:

sudo cp -r bin / usr /  sudo cp -r share / usr /  sudo cp -r doc / usr / share /  sudo cp -r man / usr / share /

3rd party tools and color maps

glChAoS.Puses 3rd party software tools components, they are located in the“./ src / src / libs”folder and built with the program. A copy of each is included in the repository, to avoid incompatibility with future changes.

Structure and description of 3rd parts libraries / tools / palettes, and related copyrights and licenses:

Libs and Tools

Alternatives and optional, not strictly necessary

Below there are some used components, which differ fromMIT/BSD 2-Clause/Zliblicense.

External Color Maps / Palettes – (optional – to load)

Alternative Library

  • (Boost Libraryin particular:function_output_iteratorandgeometryare necessaryas alternative(to nanoflann) to build DLA3D (Diffusion Limited Aggregation) object exlploration in glChAoS.P (can be disabled). It’s not included in the repository, but can be downloaded fromhttps://www.boost.org/It is not necessary to build the library, only headers files is enough. (more information in: how to build)
    • Compile withGLAPP_USE_BOOST_LIBRARYdefine, to use instead ofnanoflannlib

License

glChAoS.Pis licensed under the BSD 2- Clause License, seelicense.txtfor more information.

  

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