Retrieved from "http://www.julian-fietkau.de/povray_voxel_mandelbulb/3"

Voxel based Mandelbulb in POV-Ray

Information

2010-02-15

Voxel based Mandelbulb in POV-Ray

This is a POV-Ray rendering of a 1024x1024x1024 voxel computation of the standard 8th power mandelbulb, as seen at Skytopia.

Rendered in 640x480, 24 FPS, using a combination of ray tracing (using two light sources) and radiosity.

Aesthetically, this doesn't really surpass existing videos. The fractal structure is not immediately apparent due to the relatively low voxel resolution. For me, this was more of an "I must climb it because it is there" idea. ;)

To see a way better, truly breathtaking mandelbulb rendering, see the work of Iñigo Quílez. Also, check out how Cyril Crassin does this in real time (!) using CUDA.

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Fuffzehn (via YouTube)
2011-11-01 04:48:06

@pathfinderTV1 And you don't know that Unlimited Detail is a fake.

demonwx10 (via YouTube)
2011-11-10 00:25:33

This technology has existed ever since the 90's

Tannz0rz (via YouTube)
2011-11-10 05:23:48

@Fuffzehn This, some people watch videos about "atom-based engines" and seem to believe it's something entirely different from what we have now. Those people mentioned also fail to understand what they're talking about.

ERTLPFM (via YouTube)
2011-11-20 01:27:16

@pathfinderTV1 Unlimited detail is not the future, Atomontage is

orlin258 (via YouTube)
2011-11-26 13:22:04

@pathfinderTV1 what about minecraft? it is the only voxel game i know and its laggish and render distance sucks, polygon rendering is much better, and detail is limited, so as detail of the work we lived in

gunslingerspartan (via YouTube)
2011-11-28 22:17:04

@pathfinderTV1 I'm on a game design course, and I, my tutors and my peers all disagree,(at least in our lifetime? can you imagine rendering 100+ of these, with proper skins and environment/monsters without being back to sqr 1 with roam-able 3d worlds, loading whenever a corner is tuned, I think edvntually it is going to be a blend of the two, smaller and smaller polygons but never single pixel polygons / voxels

MegaAbolahab (via YouTube)
2011-12-03 17:22:36

Wooow

Craft4D (via YouTube)
2011-12-03 22:14:25

@pathfinderTV1 The thing about this is that when objects are clones of each-other you can get near countless numbers on the screen at a time. But if you get to many different objects it lags drastically. Currently you can't get anywhere near the quality of many games that are considered to have old graphics. For this to be the future of gaming a lot of work will have to be done. Look forward to it in 20 years, but by then poly count will likely be a irrelevant factor anyways.

bonkswa (via YouTube)
2011-12-14 11:48:12

these are? just blocks?

SuperPipoLuigi (via YouTube)
2012-03-14 17:09:16

I wanted this to explode so badly.