[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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