Indeed, very good looking implementation there.

George: grid isn't necessary for this kind of thing. It's basically raytracing, and you only need one polygon - this is the surface the shader draws on. I'm totally with you on quartz crystal - it's invaluable. Maybe CS4 is better for stills though - I can see crystal struggling with a 1-frame poster-size image :)

Chris


On 22 Sep 2009, at 01:46, George Toledo wrote:

Nice one! This looks very much like the OpenCL version (from my memory). For what it's worth, there is also a GLSL grid option available in QC... but this looks pretty good with the Sprite! Thanks for posting.

If you haven't checked it out yet, there's a multisampling option available in QC4, Snow Leopard, by choosing Option+Preferences, going to the "Editor" tab, and then checking the "multisampling" box. This will work if you have a supported GPU. This looks especially excellent with the multisampling.

For high quality offline rendering, you don't necessarily need CS4, though it's a nice suite. If you are becoming interested in QC, you definitely want to consider checking out Kineme's Quartz Crystal application. It has options for anti-aliasing as well as motion blur... By rendering a qtz to video using Quartz Crystal, you can achieve video renders driven by the Quartz Composer engine that reflect a much higher level of visual quality than you can achieve with Quartz Composer in real-time. For the cost, the value in quality and convenience is unreal. (http://kineme.net)



-George Toledo

On Mon, Sep 21, 2009 at 7:29 PM, Tom Beddard <[email protected]> wrote: Hi folks. I've been lurking here for a while after but I thought it was time to introduce myself and contribute something. I have an interest in mathematical and generative graphics and over the past while I've created a few GPU shaders for Adobe Pixel Bender for use in Photoshop and After Effects. After Vade got me interested in Quartz Composer I've started converting some of these over to QC compositions.

My first contribution is a GLSL port of Keenan Crane's Cg quarternion Julia set ray tracer. It's pretty much a straight port to a GLSL patch but QC makes it so easy to play around with the parameters and hook it into other stuff. The one thing I did add was support for an approximate ambient occlusion addition to the shading of the 3D surface. It's actually derived from a by-product of the ray tracing process so adds almost no overhead to the final computation, but adds a nice visual improvement.

I've posted full details about the QC patch along with the Pixel Bender version (for high res rendering in Photoshop CS4) over on my blog: http://www.subblue.com/blog/2009/9/20/quaternion_julia

Also attached the QC composition:



I also just noticed that there is an OpenCL version now too:
http://developer.apple.com/mac/library/samplecode/OpenCL_RayTraced_Quaternion_Julia-Set_Example/index.html


Cheers
T.


--
Tom Beddard
http://www.subblue.com





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