[PD] pd and IFS

marius schebella marius.schebella at gmail.com
Fri Aug 15 05:06:51 CEST 2008


marius schebella wrote:
> chi ball wrote:
>> Thank's, I have interest mainly in a fractal music, more than in 
>> graphic, so would be sufficient a numerical output.
>>
>> t.
> 
> mybe this is useful for you, too (from the pd archive).
> http://lists.puredata.info/pipermail/pd-list/attachments/20061209/18949493/linden-0001.tgz 
> 
> marius.

hi chi ball,
see the attached patch. it is using the sierpinski rules found at 
http://en.wikipedia.org/wiki/Lindenmayer_system.
but as claude said, this method eats a lot of cpu.
if you want to do such things for graphics, you should use a shader. but 
then you cannot read back the positions, so for fractal music, maybe 
this method is more helpful.
marius.


> 
>> _________________________
>>  > Date: Thu, 14 Aug 2008 23:43:16 +0100
>>  > From: claudiusmaximus at goto10.org
>>  > To: c_cb at hotmail.it
>>  > CC: pd-list at iem.at
>>  > Subject: Re: [PD] pd and IFS
>>  >
>>  > chi ball wrote:
>>  > > Hi,
>>  > > is there a patch using Iterated Function Systems (IFS) ?
>>  >
>>  > You want to implement an IFS in Pd?
>>  >
>>  > I think that's a bad idea (unless you want it to be very slow, passing
>>  > messages between different objects is not something you want to do
>>  > 100000+ times per frame).
>>  >
>>  > Having said that, I did try it, but didn't have much luck: I did
>>  > something like:
>>  >
>>  > [gemhead]
>>  > [t a a a]
>>  > [GEMglEnd] [repeat 10000] [GEMglBegin]\[glDefine GL_POINTS]
>>  > ...
>>  > [GEMglVertex3f]
>>  >
>>  > but I got GL errors and no image, can't remember the exact message now
>>  > though.
>>  >
>>  >
>>  > On the other hand, you can do some fun things with texture feedback
>>  > quite efficiently:
>>  >
>>  > http://claudiusmaximus.goto10.org/files/video/puzzle.ogg
>>  >
>>  >
>>  > Claude
>>  >
>>
>>
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