Skip to main content
Up and Coming
May 8, 2013

Real Time Mandelbulb

Anybody thought doing a real time mandelbulb fligh through with the Oculus in mind? That would be pretty trippy :) And low requirements, apart from the actual coding itself, but no assets to speak of. Perfect for programmers!





    58 replies

    Participant
    August 28, 2013
    "FluffyFreak" wrote:
    I had a thought the other day about optimising the rendering of these ray marchers.
    ...


    For my VR Jam game I used kind of a "deferred raymarching":
    1) Only 256x256 rays are traced, not one per every of 1280x800 pixels (although for my game contents it would be possible)
    2) And only a half (or so I remember, it is a variable) of them gets updated every frame.
    Ray intersections coordinates and color get stored into point cloud and then rendered as GL_POINTS.
    This way I'm able to run the game on a rather cut version of GeForce 220 that I have at my workplace with not very comfortable but rather playable fps of 20 and up.

    There's also a huge room for speeding things up. First thing that I would optimize out is float textures that I used for simplicity and that are not actually required at all.
    My very short VR Jam entry: Abrupt End
    Up and Coming
    December 14, 2013
    The Boxplorer demos are great! Most of them ran with painful framerates though, so I had to lower the iteration counts by altering the default.cfg files.
    obzenAuthor
    Up and Coming
    May 17, 2014
    I started making progress on a C++ ShaderToy viewer.

    It's a bit crummy (a basic C++ app), but here goes.

    What I'm missing atm is the eye IPD (getting my matrices in a twist), and modding the each shaders' rays computation to match the free-roaming camera (only Leizex and Volcanic are done atm). It's a pretty trivial process most of the time.
    DK1 FREAK ...
    Up and Coming
    May 21, 2014
    Here's another take on a Rift Shadertoy: https://github.com/jimbo00000/RiftRay

    There are resolution and FOV adjustments to control framerates, Hydra and gamepad controls.

    Remember: If you plan to distribute any other user's shaders, please make sure there's clear credits, not only in the source code but somewhere in the app as well. For instance, in RiftRay I'm repackaging the beautiful work of:

    gltracy
    Kali
    iq
    David Hoskins
    eiffie
    ESpitz
    mu6k
    fb39ca4
    Reinder Nijhoff
    mattz
    srtuss
    Rrrola
    BoyC
    WAHa_06x36
    Participant
    May 21, 2014
    This is great. I've been making fractals all week with Mandelbulb. Cant wait till my dk2 arrives so I can port them to DK2. I've settled with scooting back and crossing my eyes for now to get a stereoscopic effect
    Up and Coming
    May 22, 2014
    Out of curiosity: why do people talk about crossing their eyes to look at rift content? I always 'look through' the screen to get the correct image in front of each eye...
    Participant
    May 23, 2014
    Yeah the crossing the eyes thing I do not understand.
    Or do you mean that you don't have any dev kit yet so you're having to do that?
    Up and Coming
    May 23, 2014
    "FluffyFreak" wrote:
    Yeah the crossing the eyes thing I do not understand.
    Or do you mean that you don't have any dev kit yet so you're having to do that?

    No: that's what I'm talking about. To see rift content in 3d without a rift you look 'through' the screen; if you go cross-eyed your eyes are looking at the wrong images.
    Up and Coming
    September 1, 2014
    Sorry to necro this thread, but I can haz DK2 fractals? :D
    Up and Coming
    September 18, 2014
    Here you go - https://github.com/jimbo00000/RiftRay/releases/tag/2.0

    Tap once after (the rather lengthy) app start to dismiss the HSW and recenter your view. Then just look and tap to choose a shader, tap again to return. Hydra and gamepad work as well.

    Watch out, the ones with motion get pretty intense!