You look past the anime filter and see the soul inside. 👁️✨

Wait for the gold to take over. 💫

Architected by Jos.

#AnimeVsReality #GoldenEyeZoom #EyeReveal #GlitterMorph #DeepZoom

Triple Julia here we go.

#Mandelbrot #Fractal #DeepZoom #MathArt

#Fraktaler #Fraktaler3 v3.1 #release

#DeepZoom #hybrid #EscapeTime #fractals #MathArt #MandelbrotSet #BurningShip

binaries for Web, Android and Windows, built from Debian Linux, source for all those platforms

https://fraktaler.mathr.co.uk/

changes since v3 (June 2025):

- histogram colouring

- partial KFR importer (no colouring yet)

- web version uses full window canvas

- doubleexp number type

- float128 number type (where available)

- fix: correct matching between appearance of CPU and OpenCL backends (thanks to JWM for reporting)

- fix: compatibility with toml11 v4.

- fix: builds and runs in Termux + Termux X11 on Android

- fix: no 'quit when done' option on Web or Android.

- fix: correct status when pressing ESC after rendering is complete.

- internal: build system improvements.

fraktaler-3-3.1

did some minor hacking on #Fraktaler3 today for the first time in months.

- fixed it so it works with toml11 v4 (run "make") as well as v3 (run "make TOML11=3")

- removed "quit when done" checkbox from android and web builds, where it doesn't make sense

- fix: correct status is now shown when pressing ESC after the rendering is complete

- added double precision version of floatexp (separate floating point mantissa and integer exponent, for wider dynamic range necessary for very deep zooms); the extra precision of doubleexpover single precision floatexp turns out to be necessary sometimes (more often with higher power formulas and higher iteration counts)

- fixed the mildly bitrotted quadruple precision float128 support, now works again enabled (run "make") and disabled (run "make FLOAT128="). hopefully it won't be necessary to use it for more than checking that double precision image are plausible, because it's very slow.

#fractals #DeepZoom #FloatingPoint

Here's one example that uses a mirrored colormap. Coordinates found by @mathr "millionaires 8": https://mathr.co.uk/web/millionaires.html#008

#Mandelbrot #MandelbrotSet #Fractal #DeepZoom #JuliaMorphing #MathArt

#FractalFriday

Finally got FloatExp numbers to work. A FloatExp datatype is a real-valued struct, which contain a floating point number and an extra integer, which holds the exponent.

Then, a real number {mantissa, exponent} can be represented using mantissa×2^exponent.

Using this method, numbers far beyond the range of single and double precision floating point numbers can be represented.

This image is computed using a 32+32 bit floatexp (32 bit mantissa and 32 bit exponent). Plain 32 bit floats are not enough. Of course, perturbation and linear acceleration is also used.

#Devlog #Fractal #Mandelbrot #DeepZoom #FloatingPoint #FloatExp

Testing it. Original image: 10240x5760, downscaled using #GIMP

Re: 0.3811586738597644555798204413009855609445477529829307
Im: -0.2677369527567422071272846472069218192177849743757868
Size: 1e-31

#DigitalArt #FractalArt #Mandelbrot #DeepZoom #Test

I'm not lying.
It's not possible!
but...

#Mandelbrot #GLSL #Shadertoy #Deepzoom

#zoomasm v3.4 #release

zoomasm assembles zoom videos from exponential map key frames, as exported by #Fraktaler #Fraktaler3 and other software for
#DeepZoom #fractals #MathArt

Changes in version 3.4 (2025-06-11) since version 3.3 (2023-07-13):

- support dual channel iteration counts (N0+N1) for very high iteration counts (above 4 giga iterations)

- update to current library versions

binaries for Windows, built from Debian Linux, source for all those platforms. new homepage at

https://mathr.co.uk/web/zoomasm.html

zoomasm :: mathr

zoomasm assembles zoom videos from exponential map keyframes.

#Fraktaler #Fraktaler3 v3 #release

#DeepZoom #hybrid #EscapeTime #fractals #MathArt

binaries for Web, Android and Windows, built from Debian Linux, source for all those platforms

https://fraktaler.mathr.co.uk/

changes since v2.1 (July 2023) are too many for this toot, the main new feature is flexibile colouring with GLSL shader fragment.

changes since v3~preview (June 2024) are quite small (a few bug fixes, some enhancements).