java-找不到为Mandelbrot设置颜色的方法
作者:互联网
尽管在将Mandelbrot设置为“模糊”模式并停止之前无法放大很远,但我还是成功为其着色.我通过增加max_iteration来解决此问题,这可以工作,但是在* 1放大倍率下我得到的颜色很少,并且只有当我放大时才会出现很多颜色.我理解为什么会发生这种情况,因为在“真” Mandelbrot集中没有颜色并且增加max_iterations使其更接近于此.但是我的问题是,在YouTube上进行缩放时,如何在整个缩放过程中呈现出美丽的色彩,同时又能永久缩放呢?
我尝试过在线查找任何地方,但找不到解决方案,当我查看这些youtube缩放的说明时,它们似乎几乎没有提供有关缩放方式的任何信息.
这只是绘制Mandelbrot集的代码部分.下面的代码是在处理过程中编写的,它是带有附加可视库的java.您可以在这里找到有关该程序的更多信息:https://processing.org/
//m is max_iterations
//mb is the function which calculates how many iterations each point took to escape to infinity. I won't be including the function since I know it works fine and it's quite messy.
//i'm using a HSB/HSV system to draw the mandelbrot
hue=(mb(x, y, m)*360)/m;
sat=255;
if (mb(x, y, m)<m) {
val=255;
}
else {
val=0;
}
stroke(hue,sat,val);
point(x, y);
我知道为什么会发生我的问题,但我不知道如何解决.
这是一张max_iterations较低且已缩小的图像,如您所见,它非常彩色:
这是一张具有低max_iterations并略微放大的图像,如您所见,它很无聊且不是很彩色:
这是一张具有高max_iterations并缩小的图像,如您所见,它并不是很彩色:
这是一张具有高max_iterations并放大的图像,如您所见,它非常彩色:
解决方法:
首先看一下相关的质量检查:
> Mandelbrot Set – Color Spectrum Suggestions?
主要思想是使用直方图将颜色梯度更有效地分配给使用的索引,而不是将大量颜色均匀浪费在未使用的索引上.它还使用了一个特殊的视觉上令人愉悦的渐变函数:
> RGB values of visible spectrum
其他人建议的最大动态迭代次数只会影响整体性能和缩放细节.但是,如果您想要没有缩放的漂亮颜色,则需要计算浮点迭代次数,这也称为Mandelbrot Escape.有一种数学方法可以根据等式的最后一个子结果计算迭代计数的小数部分.有关更多信息,请参见:
> Renormalizing the Mandelbrot Escape
但是,我从未尝试过,因此请以偏见阅读此书:如果我没看错,您想要的是计算此方程式:
mu = m + frac = n + 1 - log (log |Z(n)|) / log 2
其中n是您的迭代计数,Z(n)是您要迭代的方程的复数域子结果.所以现在从现在是浮点的mu而不是n中计算颜色…
[Edit2]基于上面链接的带有小数转义的GLSL mandelbrot
我添加了分数转义并修改了直方图多遍重新着色以匹配新的输出…
顶点:
// Vertex
#version 420 core
layout(location=0) in vec2 pos; // glVertex2f <-1,+1>
out smooth vec2 p; // texture end point <0,1>
void main()
{
p=pos;
gl_Position=vec4(pos,0.0,1.0);
}
分段:
// Fragment
#version 420 core
uniform vec2 p0=vec2(0.0,0.0); // mouse position <-1,+1>
uniform float zoom=1.000; // zoom [-]
uniform int n=100; // iterations [-]
uniform int sh=7; // fixed point accuracy [bits]
uniform int multipass=0; // multi pass?
in smooth vec2 p;
out vec4 col;
const int n0=1; // forced iterations after escape to improve precision
vec3 spectral_color(float l) // RGB <0,1> <- lambda l <400,700> [nm]
{
float t; vec3 c=vec3(0.0,0.0,0.0);
if ((l>=400.0)&&(l<410.0)) { t=(l-400.0)/(410.0-400.0); c.r= +(0.33*t)-(0.20*t*t); }
else if ((l>=410.0)&&(l<475.0)) { t=(l-410.0)/(475.0-410.0); c.r=0.14 -(0.13*t*t); }
else if ((l>=545.0)&&(l<595.0)) { t=(l-545.0)/(595.0-545.0); c.r= +(1.98*t)-( t*t); }
else if ((l>=595.0)&&(l<650.0)) { t=(l-595.0)/(650.0-595.0); c.r=0.98+(0.06*t)-(0.40*t*t); }
else if ((l>=650.0)&&(l<700.0)) { t=(l-650.0)/(700.0-650.0); c.r=0.65-(0.84*t)+(0.20*t*t); }
if ((l>=415.0)&&(l<475.0)) { t=(l-415.0)/(475.0-415.0); c.g= +(0.80*t*t); }
else if ((l>=475.0)&&(l<590.0)) { t=(l-475.0)/(590.0-475.0); c.g=0.8 +(0.76*t)-(0.80*t*t); }
else if ((l>=585.0)&&(l<639.0)) { t=(l-585.0)/(639.0-585.0); c.g=0.84-(0.84*t) ; }
if ((l>=400.0)&&(l<475.0)) { t=(l-400.0)/(475.0-400.0); c.b= +(2.20*t)-(1.50*t*t); }
else if ((l>=475.0)&&(l<560.0)) { t=(l-475.0)/(560.0-475.0); c.b=0.7 -( t)+(0.30*t*t); }
return c;
}
void main()
{
int i,j,N;
vec2 pp;
float x,y,q,xx,yy,mu;
pp=(p/zoom)-p0; // y (-1.0, 1.0)
pp.x-=0.5; // x (-1.5, 0.5)
for (x=0.0,y=0.0,xx=0.0,yy=0.0,i=0;(i<n-n0)&&(xx+yy<4.0);i++)
{
q=xx-yy+pp.x;
y=(2.0*x*y)+pp.y;
x=q;
xx=x*x;
yy=y*y;
}
for (j=0;j<n0;j++,i++) // 2 more iterations to diminish fraction escape error
{
q=xx-yy+pp.x;
y=(2.0*x*y)+pp.y;
x=q;
xx=x*x;
yy=y*y;
}
mu=float(i)-log(log(sqrt(xx+yy))/log(2.0));
mu*=float(1<<sh); i=int(mu);
N=n<<sh;
if (i>N) i=N;
if (i<0) i=0;
if (multipass!=0)
{
// i
float r,g,b;
r= i &255; r/=255.0;
g=(i>> 8)&255; g/=255.0;
b=(i>>16)&255; b/=255.0;
col=vec4(r,g,b,255);
}
else{
// RGB
q=float(i)/float(N);
q=pow(q,0.2);
col=vec4(spectral_color(400.0+(300.0*q)),1.0);
}
}
CPU端C / VCL代码:
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
#include "gl\\OpenGL3D_double.cpp"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
OpenGLscreen scr;
GLSLprogram shd;
float mx=0.0,my=0.0,mx0=0.0,my0=0.0,mx1=0.0,my1=0.0;
TShiftState sh0,sh1;
int xs=1,ys=1;
float zoom=1.000;
int sh=7;
int N=256;
int _multi=0;
unsigned int queryID[2];
#define multi_pass
OpenGLtexture txr;
//---------------------------------------------------------------------------
DWORD spectral_color(float l) // RGB <0,1> <- lambda l <400,700> [nm]
{
float t; float r,g,b; DWORD c,x; r=0.0; g=0.0; b=0.0;
if ((l>=400.0)&&(l<410.0)) { t=(l-400.0)/(410.0-400.0); r= +(0.33*t)-(0.20*t*t); }
else if ((l>=410.0)&&(l<475.0)) { t=(l-410.0)/(475.0-410.0); r=0.14 -(0.13*t*t); }
else if ((l>=545.0)&&(l<595.0)) { t=(l-545.0)/(595.0-545.0); r= +(1.98*t)-( t*t); }
else if ((l>=595.0)&&(l<650.0)) { t=(l-595.0)/(650.0-595.0); r=0.98+(0.06*t)-(0.40*t*t); }
else if ((l>=650.0)&&(l<700.0)) { t=(l-650.0)/(700.0-650.0); r=0.65-(0.84*t)+(0.20*t*t); }
if ((l>=415.0)&&(l<475.0)) { t=(l-415.0)/(475.0-415.0); g= +(0.80*t*t); }
else if ((l>=475.0)&&(l<590.0)) { t=(l-475.0)/(590.0-475.0); g=0.8 +(0.76*t)-(0.80*t*t); }
else if ((l>=585.0)&&(l<639.0)) { t=(l-585.0)/(639.0-585.0); g=0.84-(0.84*t) ; }
if ((l>=400.0)&&(l<475.0)) { t=(l-400.0)/(475.0-400.0); b= +(2.20*t)-(1.50*t*t); }
else if ((l>=475.0)&&(l<560.0)) { t=(l-475.0)/(560.0-475.0); b=0.7 -( t)+(0.30*t*t); }
r*=255.0; g*=255.0; b*=255.0;
x=r; c =x;
x=g; c|=x<<8;
x=b; c|=x<<16;
return c;
}
//---------------------------------------------------------------------------
void gl_draw()
{
scr.cls();
// matrix for old GL rendering
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
// GLSL uniforms
shd.bind();
shd.set2f("p0",mx,my); // pan position
shd.set1f("zoom",zoom); // zoom
shd.set1i("n",N); // iterations
shd.set1i("sh",sh); // fixed point accuracy (shift)
shd.set1i("multipass",_multi); // single/multi pass
// issue the first query
// Records the time only after all previous
// commands have been completed
glQueryCounter(queryID[0], GL_TIMESTAMP);
// QUAD covering screen
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);
glVertex2f(-1.0,+1.0);
glVertex2f(-1.0,-1.0);
glVertex2f(+1.0,-1.0);
glVertex2f(+1.0,+1.0);
glEnd();
shd.unbind();
// [multipas]
if (_multi)
{
float t,m,n=N<<sh;
DWORD *hist=new DWORD[n+1];
int sz=txr.xs*txr.ys,i,j;
// get rendered image
glReadPixels(0,0,txr.xs,txr.ys,GL_RGBA,GL_UNSIGNED_BYTE,txr.txr);
// compute histogram
for (i=0;i<=n;i++) hist[i]=0;
for (i=0;i<sz;i++) hist[txr.txr[i]&0x00FFFFFF]++;
// histogram -> used color index (skip holes)
for (i=1,j=1;i<=n;i++)
if (hist[i]){ hist[i]=j; j++; }
// used color index -> color
m=1.0/float(j); hist[0]=0x00000000;
for (i=1;i<=n;i++)
if (hist[i]){ t=hist[i]; t*=m; hist[i]=spectral_color(400.0+(300.0*t)); }
else hist[i]=0x00000000;
// recolor image
for (i=0;i<sz;i++) txr.txr[i]=hist[txr.txr[i]&0x00FFFFFF];
// render it back
scr.cls();
txr.bind();
glColor3f(1.0,1.0,1.0);
glBegin(GL_QUADS);
glTexCoord2f(0.0,1.0); glVertex2f(-1.0,+1.0);
glTexCoord2f(0.0,0.0); glVertex2f(-1.0,-1.0);
glTexCoord2f(1.0,0.0); glVertex2f(+1.0,-1.0);
glTexCoord2f(1.0,1.0); glVertex2f(+1.0,+1.0);
glEnd();
txr.unbind();
glDisable(GL_TEXTURE_2D);
delete[] hist;
}
// issue the second query
// records the time when the sequence of OpenGL
// commands has been fully executed
glQueryCounter(queryID[1], GL_TIMESTAMP);
// GL driver info and GLSL log
scr.text_init_pix(0.75);
glColor4f(1.0,1.0,1.0,0.9);
scr.text(glGetAnsiString(GL_VENDOR));
scr.text(glGetAnsiString(GL_RENDERER));
scr.text("OpenGL ver: "+glGetAnsiString(GL_VERSION));
if (_multi) scr.text("Multi pass");
else scr.text("Single pass");
if (shd.log.Length()!=41)
for (int i=1;i<=shd.log.Length();) scr.text(str_load_lin(shd.log,i,true));
scr.text_exit();
scr.exe();
scr.rfs();
// wait until the results are available
int e;
unsigned __int64 t0,t1;
for (e=0;!e;) glGetQueryObjectiv(queryID[0],GL_QUERY_RESULT_AVAILABLE,&e);
for (e=0;!e;) glGetQueryObjectiv(queryID[1],GL_QUERY_RESULT_AVAILABLE,&e);
glGetQueryObjectui64v(queryID[0], GL_QUERY_RESULT, &t0);
glGetQueryObjectui64v(queryID[1], GL_QUERY_RESULT, &t1);
Form1->Caption=AnsiString().sprintf("dt: %f ms p0:%.3fx%.3f zoom: %.1lf N:%i<<%i\n",(t1-t0)/1000000.0,mx,my,zoom,N,sh);
}
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner):TForm(Owner)
{
scr.init(this);
shd.set_source_file("","","","Mandelbrot_set.glsl_vert","Mandelbrot_set.glsl_frag");
glGenQueries(2, queryID);
// nice spirals
_multi=1;
zoom=300.0;
mx = 0.268;
my =-0.102;
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormDestroy(TObject *Sender)
{
scr.exit();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormResize(TObject *Sender)
{
scr.resize();
xs=ClientWidth;
ys=ClientHeight;
txr.resize(xs,ys);
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormPaint(TObject *Sender)
{
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseMove(TObject *Sender, TShiftState Shift, int X,int Y)
{
bool q0,q1;
mx1=1.0-divide(X+X,xs-1);
my1=divide(Y+Y,ys-1)-1.0;
sh1=Shift;
q0=sh0.Contains(ssLeft);
q1=sh1.Contains(ssLeft);
if (q1)
{
mx-=(mx1-mx0)/zoom;
my-=(my1-my0)/zoom;
}
mx0=mx1; my0=my1; sh0=sh1;
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseDown(TObject *Sender, TMouseButton Button,TShiftState Shift, int X, int Y)
{
FormMouseMove(Sender,Shift,X,Y);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseUp(TObject *Sender, TMouseButton Button,TShiftState Shift, int X, int Y)
{
FormMouseMove(Sender,Shift,X,Y);
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormMouseWheel(TObject *Sender, TShiftState Shift, int WheelDelta, TPoint &MousePos, bool &Handled)
{
if (WheelDelta>0) zoom*=1.2;
if (WheelDelta<0) zoom/=1.2;
Handled=true;
gl_draw();
}
//---------------------------------------------------------------------------
void __fastcall TForm1::FormKeyDown(TObject *Sender, WORD &Key, TShiftState Shift)
{
Caption=Key;
if (Key==32){ _multi=!_multi; gl_draw(); } // [Space]
if (Key==33){ if (N<8192) N<<=1; gl_draw(); } // [PgUp]
if (Key==34){ if (N> 128) N>>=1; gl_draw(); } // [PgDown]
}
//---------------------------------------------------------------------------
这是单程分数转义n = 100 * 32:
这是单遍整数转义n = 100:
如您所见,对于相同数量的迭代(100),分数转义要好得多.
最后,只有256次迭代和约300倍变焦,才是不错的多次通过(作为展示):
与单次通过:
有关修改的一些说明:
我将sh小数部分添加到计数器(定点).因此,最大计数现在是n<< sh而不是n.我还添加了n0常数,以降低转义小数部分的错误.该链接建议使用2次迭代,但我认为1次迭代看起来更好(它也从对数方程中删除了i 1增量).迭代循环保持不变,我只是在其后添加相同的n0次迭代,然后计算小数转义码mu并将其转换为固定点(因为我的着色器输出整数).
多遍仅在CPU端代码上更改.它只是对使用过的索引重新索引,以使它们中没有孔,并使用可见光谱颜色重新着色.
这里演示:
> Win32 C++/GL/GLSL Mandelbrot set demo 32 bit float (old)
> Win32 C++/GL/GLSL Mandelbrot set demo 64 bit float (new)
标签:fractals,mandelbrot,java,math,processing 来源: https://codeday.me/bug/20191024/1922356.html