On Feb 24, 2010, at 12:09 AM, Maciej Stachowiak wrote:


On Feb 23, 2010, at 10:04 PM, Jonas Sicking wrote:

On Tue, Feb 23, 2010 at 9:57 PM, Maciej Stachowiak <[email protected]> wrote:
- Raytracing a complex scene at high resolution.
- Drawing a highly zoomed in high resolution portion of the Mandelbrot set.

To be fair though, you could compute the pixels for those with just math,
there is no need to have a graphics context type abstraction.

http://people.mozilla.com/~sicking/webgl/ray.html

I did not think it was possible to write a proper raytracer for arbitrary content all as a shader program, but I do not know enough about 3D graphics to know if that demo is correct or if that is possible in general. Point conceded though.

http://people.mozilla.com/~sicking/webgl/juliaanim.html
http://people.mozilla.com/~sicking/webgl/mandjulia.html

Neither of examples you posted seems to have the ability to zoom in, so I don't think they show anything about doing this to extremely high accuracy. But I see your point that much of this particular computation can be done on the GPU, up to probably quite high limits. Replace this example with your choice of non-data-parallel computation.

Following the links, this demo does do zoom, but it will go all jaggy past a certain zoom level, presumably due to limitations of GLSL.

http://learningwebgl.com/lessons/example01/?

Regards,
Maciej

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