Chaoscope Manual |
Table of Contents |
Previous: Attractors | 3 Rendering modes | Next: Interface |
There are currently five different rendering modes available in Chaoscope, from Gas, which is a very simple monochrome accumulation render, to Solid, a ray-tracing like render that includes shadows and specular highlights. Some attractors will look better rendered in one mode than another, depending on their fractal dimension. |
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3.1 Gas |
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Gas rendering after various number of iterations : | |||||||||||||||||||||||||||||||
The Gas rendering method, as well as the next
three rendering modes, is based on pixel accumulation : after
each iteration, the pixel value corresponding to the current
orbit position is increased (the pixel becomes brighter with
the default gradient) very much like a crystal on a photographic
film being hit by a photon. When the image is updated, all the
pixel values are normalized, mapped to the gradient (black to
white by default) according to the Contrast and finally Gamma
is applied.
The higher the number of iterations, the sharper the attractor rendering will be. With the default 640 by 480 image size, 1,000,000 iterations will be necessary to get a clear idea of the attractor features. Subsequent iterations will reduce chaos induced noise and will enhance details. Once the image is rendered, two parameters can be adjusted to improve the rendering quality of the attractor. These parameters are: |
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Gamma: |
Gas rendering with different Gamma values : | ||||||||||||||||||||||||||||||
Monitors, especially old CRTs, don't display
brightness intensities linearly. For instance, a mid-gray at
50% of absolute luminosity will appear darker than it should
on a screen (i.e. 40% of apparent luminosity). As a result, the
dim features of an attractor would be hardly noticeable if the
Gamma correction wasn't applied to the rendered image. It also
helps brightening areas of the attractor with low orbit hits.
As a side effect, colors tend to lose their saturation when
the Gamma value is high. The default Gamma value is 2.5 for
Gas and Liquid methods, 2 for Light and Plasma, 1 for
Solid. The Gamma parameter is common to all rendering methods.
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Contrast: |
Gas rendering with different Contrast values : | ||||||||||||||||||||||||||||||
Similar to the brightness setting of a monitor,
it's a linear multiplication factor. The default value is 2.
It may need to be lowered for attractors with a high fractal
dimension. The Contrast parameter is common to Gas and Liquid
rendering methods and is similar to Brightness for Light and
Plasma.
Gas is the fastest rendering mode. It can be used as an improved preview, before going for a more complex rendering method. |
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3.2 Liquid |
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As the basic accumulation
algorithm the way it was implemented in Chaoscope lacks of natural
visual clues like haze and perspective, it can be difficult at
times to "read" the shape of a static convoluted attractor.
To make it easier, the Liquid rendering method adds depth and
opacity to the Gas rendering through the use of a z-buffer.
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3.3 Light |
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The Light rendering mode is similar to the Gas mode, with
the difference that a color is given to each point (each
position of the orbit) rather than each pixel. The colour
is obtained by adding two
different gradients. |
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Light rendering with different gradients |
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3.4 Plasma |
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The Plasma rendering
mode is similar to Light rendering with added opacity.
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3.5 Solid |
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The Solid mode uses
the same tools as the Liquid mode, an accumulation buffer and
a z-buffer, but renders them differently. The accumulation buffer
is used for transparency and the z-buffer is rendered using a
ray-tracing-like lighting method which includes specular highlights
and shadows. Once the image is rendered, seven parameters specific
to the Solid method can be adjusted. These parameters are :
Opacity : This is the transparency level of the attractor and shadows. The default value is 8. Roughness : This parameter sets the size of the specular highlights on the attractor. The default value is 0.008. |
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Solid rendering with different Opacity
values : |
Solid rendering with different Roughness values : | ||||||||||||||||||||||||||||||
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Background : Color of the background. Ambient : Ambient luminosity, increasing it helps brightening shadows. Saturated ambient color will tint the attractor. Diffuse : Main color of the attractor. Remember that lights also affect the final color of the attractor and changing the diffuse might not have the result you would expect. Secondary : Color of the parts of attractor facing away from the observer. A high contrast between Diffuse and Secondary will give more depth to the rendering. Specular : Color of all specular highlights. |
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Notes for the version 0.2 :
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Previous: Attractors | 3. Rendering modes | Next: Interface |