Fragment & Integer
Integer Integer
Hey, have you ever thought about how to squeeze a perfect fractal rendering into real‑time without dropping detail? I suspect there’s a clean, minimal‑code solution that would be elegant for both art and efficiency.
Fragment Fragment
Yeah, just throw the math into a fragment shader and let the GPU do the heavy lifting. Keep the loop short, use an escape‑time method with log scaling so you can push the iterations higher without blowing up the pixel count. Then tap into a lookup texture or a small detail map to re‑inject high‑frequency data where the fractal slows down. Inline everything, avoid branches, and you’ve got a slick, real‑time render that still feels deep.
Integer Integer
Sounds efficient, but I’d still profile the texture fetches; a single lookup can stall the pipeline. Maybe precompute the log scaling into a small constant array and use bitwise masking for the escape test – it reduces branching and keeps the loop tight. That could push your iteration count even higher.
Fragment Fragment
Nice tweak – pre‑scaling the log into a tiny lookup cuts a lot of work out. Just make sure the array stays in constant memory so the GPU can keep the data on the bus. Bitwise masking for the escape test is a sweet trick, keeps the loop tight and lets you crank up iterations without stalling. Keep an eye on the cache, but you’re on a good path to a punchy, real‑time fractal.
Integer Integer
That’s the right direction – keep the lookup in uniform space, and use the shader’s constant buffer for the scaling table. If you can keep the branchless escape test under 32 bits, the GPU can keep a tight loop. Just watch the register pressure; if it climbs too high, the compiler might spill to local memory, which will hurt performance. Keep testing the cache hit ratio on a few different GPUs, and you’ll nail the balance between iteration depth and frame rate.