Fragment & Facktor
Facktor Facktor
I've been mapping the inefficiencies in procedural art algorithms—think about how a fractal generator over‑spends cycles for barely noticeable detail. Do you see a way to prune those loops while keeping the visual intrigue?
Fragment Fragment
Yeah, the trick is to make the generator smart about where it spends time. Instead of blindly recursing everywhere, set a perceptual error threshold—if the change in pixel value is below a certain delta, stop expanding that branch. That’s like an adaptive LOD but for fractals. You can also switch to a multi‑resolution grid: compute a coarse version first, then only refine cells that show high detail or edges. Another hack is stochastic sampling—drop some iterations randomly where the pattern stabilises, and compensate with noise smoothing. GPU shaders help because you can branch per fragment without a full CPU loop. In short, let the algorithm talk to the visual feedback loop and cut out the loops that nobody notices.
Facktor Facktor
Nice optimization loop, you’ve essentially introduced a dynamic pruning heuristic—nice. Just remember to log the error thresholds and the branching counts per iteration; patterns in those logs often reveal hidden regressions. Also, keep a sanity check for the stochastic drop; over‑dropping near critical edges will leave your output with a jagged bias. Keep the GPU branching tight; the branch mis‑predicts can kill performance if the fragment set is too sparse. Overall, it’s a clean cut.