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What is the answer to solvefor x,fx-gx=h ? The answer to solvefor x,fx-gx=h is x= h/(f-g); quad f ne g

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Like gaussian integer can run into problems without even zooming when using single precision, and also formulas that use exp or trig functions, they will start exceeding single precision limits with bailouts even below 10000.I will add a little example of what I did and how it works later.//edit:Here's a bit more info on my program. It's on GitHub, so anyone can check it out, currently I am calling it GPUtopia: nowhere near complete, there are tons of bugs and very few features, but the part that handles formulas is already quite versatile.Here is an example of what a UF formula looks like vs. one in GPUtopia:```` trignarls_simple_x3 {init: z = #pixel float func stream_func_gradient_X(const float xold, const float yold) float a = 1. / sqrt(3.) float f = sin(2. * a * xold) float g = sin(a * xold + yold) float h = sin(a * xold - yold) float gy = cos(a * xold + yold) float hy = -cos(a * xold - yold) return f*gy*h + f*g*hy endfunc float func stream_func_gradient_Y(const float xold, const float yold) float a = 1. / sqrt(3.) float f = sin(2. * a * xold) float g = sin(a * xold + yold) float h = sin(a * xold - yold) float fx = 2. * a * cos(2. * a * xold) float gx = a * cos(a * xold + yold) float hx = a * cos(a * xold - yold) return -(fx*g*h + f*gx*h + f*g*hx) endfunc niter = 0loop: float xold = real(z) float yold = imag(z) x = xold + @c1 * stream_func_gradient_X(@f1 * xold, @f1 * yold) + \ @c2 * stream_func_gradient_X(@f2 * xold, @f2 * yold) + \ @c3 * stream_func_gradient_X(@f3 * xold, @f3 * yold) y = yold + @c1 * stream_func_gradient_Y(@f1 * xold,

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- yold); return f*gy*h + f*g*hy;}real stream_func_gradient_Y(const real xold, const real yold){ real a = 1. / sqrt(3.); real f = sin(2. * a * xold); real g = sin(a * xold + yold); real h = sin(a * xold - yold); real fx = 2. * a * cos(2. * a * xold); real gx = a * cos(a * xold + yold); real hx = a * cos(a * xold - yold); return -(fx*g*h + f*gx*h + f*g*hx);}Likewise with coloring algorithms. So there is some resemblance, especially in the way it is broken up into different parts. The program then incorporates each part into a larger OpenCL kernel that is used to calculate the fractal on the GPU. Here's a comparison of UF's result and GPUtopia's result. It's not perfect, there is an offset of about a pixel in my program and the gradient isn't quite interpolated the same way.Left: UF took 50 seconds on a 3900XRight: GPUtopia took 5 seconds on a 7900 XTX (89 samples per pixel)Admittedly not a fair comparison. The GPU is much newer than the CPU. I used normal AA with UF, I don't know how many samples that takes per pixel. And most importantly, UF can do about a million things that GPUtopia can't. BTW, just like last time, credit goes to Lycium for taching me a lot of stuff, especially anti aliasing I have added double precision and it works. But it's much slower because consumer GPUs have their fp64 performance massively nerfed. Single precision problems are visible anywhere from about 1000x to 50000x magnification, double takes you much deeper obviously, but it still is extremely limiting for exploration.As I mentioned elsewhere, there are many UF fractals that don't use much zooming, but even simple stuff like high bailouts with CAs

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Supported with both multicast and ingress replication for flood and learn and MP-BGP EVPN mode for VXLAN. Guidelines and Limitations for Port VLAN Mapping The following are the guidelines and Limitations for Port VLAN Mapping: Support is added for vPC Fabric Peering. Beginning with Cisco NX-OS Release 10.3(3)F, VLAN translation is supported on both VXLAN and non-VXLAN VLANs. The ingress (incoming) VLAN does not need to be configured on the switch as a VLAN. The translated VLAN needs to be configured and a vn-segment mapping given to it. An NVE interface with VNI mapping is essential for the same. All Layer 2 source address learning and Layer 2 MAC destination lookup occurs on the translated VLAN. Refer to the VLAN counters on the translated VLAN and not on the ingress (incoming) VLAN. Cisco Nexus 9300 and 9500 switches support switching and routing on overlapped VLAN interfaces. Only VLAN-mapping switching is applicable for Cisco Nexus 9300-EX/FX/FX2/FX3 platform switches and Cisco Nexus 9500 with -EX/FX/FX3 line cards. Port VLAN routing is supported on the following platforms: Beginning with Cisco NX-OS Release 7.x, this feature is supported on Cisco Nexus 9300-EX/FX/FX2 platform switches. Beginning with Cisco NX-OS Release 9.2(x), this feature is supported on Cisco Nexus 9300-GX platform switches. Beginning with Cisco NX-OS Release 9.3(x), this feature is supported on Cisco Nexus 9300-FX3 platform switches. Beginning with Cisco NX-OS Release 10.2(3)F, this feature is supported on the Cisco Nexus 9300-GX2 platform switches. Beginning with Cisco NX-OS Release 10.4(1)F, this feature is supported on the Cisco Nexus 9332D-H2R switches. Beginning with Cisco NX-OS Release 10.4(2)F, this feature is supported on the Cisco Nexus 93400LD-H1 switches. Beginning with Cisco NX-OS Release 10.4(3)F, this feature is supported on the Cisco Nexus 9364C-H1 switches. Beginning with Cisco NX-OS Release 10.5(2)F, this feature is supported on the Cisco Nexus 9500 Series switches with N9K-X9736C-FX3 line card. Beginning with Cisco NX-OS Release 9.3(3), PV Translation is supported for Cisco Nexus 9300-GX platform switches. Beginning with Cisco NX-OS Release 10.2(3)F, PV Translation is supported on the Cisco Nexus 9300-GX2 platform switches. Beginning with Cisco NX-OS Release 10.4(1)F, PV Translation is. What is the answer to solvefor x,fx-gx=h ? The answer to solvefor x,fx-gx=h is x= h/(f-g); quad f ne g

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- yold); return -(fx*g*h + f*gx*h + f*g*hx);}````Likewise with coloring algorithms. So there is some resemblance, especially in the way it is broken up into different parts. The program then incorporates each part into a larger OpenCL kernel that is used to calculate the fractal on the GPU. Here's a comparison of UF's result and GPUtopia's result. It's not perfect, there is an offset of about a pixel in my program and the gradient isn't quite interpolated the same way.Left: UF took 50 seconds on a 3900XRight: GPUtopia took 5 seconds on a 7900 XTX (89 samples per pixel)Admittedly not a fair comparison. The GPU is much newer than the CPU. I used normal AA with UF, I don't know how many samples that takes per pixel.![67a516f73682f.jpg](serve/attachment&path=67a516f73682f.jpg) And most importantly, UF can do about a million things that GPUtopia can't. :DBTW, just like last time, credit goes to Lycium for taching me a lot of stuff, especially anti aliasing :) edited Feb 6 at 10:13 pm

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* xold + yold) float hx = a * cos(a * xold - yold) return -(fx*g*h + f*gx*h + f*g*hx) endfunc niter = 0loop: float xold = real(z) float yold = imag(z) x = xold + @c1 * stream_func_gradient_X(@f1 * xold, @f1 * yold) + \ @c2 * stream_func_gradient_X(@f2 * xold, @f2 * yold) + \ @c3 * stream_func_gradient_X(@f3 * xold, @f3 * yold) y = yold + @c1 * stream_func_gradient_Y(@f1 * xold, @f1 * yold) + \ @c2 * stream_func_gradient_Y(@f2 * xold, @f2 * yold) + \ @c3 * stream_func_gradient_Y(@f3 * xold, @f3 * yold) z = x + (0, 1)* yniter = niter + 1bailout:|z|@baildefault:title="Trignarls"maxiter=50center=(0., 0.)magn=2periodicity=0param bailcaption="Bailout"default=10000000.0endparamfloat param c1 default = 0.1endparamfloat param f1 default = 1.endparamfloat param c2 default = 0.1endparamfloat param f2 default = 2.endparamfloat param c3 default = 0.1endparamfloat param f3 default = 3.endparam}GPUtopia:__parameters: float parameter c1 = 0.1f; float parameter f1 = 1.f float parameter c2 = 0.1f; float parameter f2 = 2.f; float parameter c3 = 0.1f; float parameter f3 = 3.f;__init://=====| fractal formula init real2 z = z0;__loop://=========| fractal formula loop z += (real2)( @c1 * stream_func_gradient_X(@f1 * z.x, @f1 * z.y) + @c2 * stream_func_gradient_X(@f2 * z.x, @f2 * z.y) + @c3 * stream_func_gradient_X(@f3 * z.x, @f3 * z.y), @c1 * stream_func_gradient_Y(@f1 * z.x, @f1 * z.y) + @c2 * stream_func_gradient_Y(@f2 * z.x, @f2 * z.y) + @c3 * stream_func_gradient_Y(@f3 * z.x, @f3 * z.y));__bailout://=| factal bailout function // must always define bool bailedout!!! bool bailedout = (dot(z, z) > bailout*bailout);__functions:real stream_func_gradient_X(const real xold, const real yold){ real a = 1. / sqrt(3.); real f = sin(2. * a * xold); real g = sin(a * xold + yold); real h = sin(a * xold - yold); real gy = cos(a * xold + yold); real hy = -cos(a * xold

Solve the equation for x. fx - gx = h

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@f1 * yold) + \ @c2 * stream_func_gradient_Y(@f2 * xold, @f2 * yold) + \ @c3 * stream_func_gradient_Y(@f3 * xold, @f3 * yold) z = x + (0, 1)* yniter = niter + 1bailout:|z|<@baildefault:title="Trignarls"maxiter=50center=(0., 0.)magn=2periodicity=0param bailcaption="Bailout"default=10000000.0endparamfloat param c1 default = 0.1endparamfloat param f1 default = 1.endparamfloat param c2 default = 0.1endparamfloat param f2 default = 2.endparamfloat param c3 default = 0.1endparamfloat param f3 default = 3.endparam}````GPUtopia:```` __parameters: float parameter c1 = 0.1f; float parameter f1 = 1.f float parameter c2 = 0.1f; float parameter f2 = 2.f; float parameter c3 = 0.1f; float parameter f3 = 3.f;__init://=====| fractal formula init real2 z = z0;__loop://=========| fractal formula loop z += (real2)( @c1 * stream_func_gradient_X(@f1 * z.x, @f1 * z.y) + @c2 * stream_func_gradient_X(@f2 * z.x, @f2 * z.y) + @c3 * stream_func_gradient_X(@f3 * z.x, @f3 * z.y), @c1 * stream_func_gradient_Y(@f1 * z.x, @f1 * z.y) + @c2 * stream_func_gradient_Y(@f2 * z.x, @f2 * z.y) + @c3 * stream_func_gradient_Y(@f3 * z.x, @f3 * z.y));__bailout://=| factal bailout function // must always define bool bailedout!!! bool bailedout = (dot(z, z) > bailout*bailout);__functions:real stream_func_gradient_X(const real xold, const real yold){ real a = 1. / sqrt(3.); real f = sin(2. * a * xold); real g = sin(a * xold + yold); real h = sin(a * xold - yold); real gy = cos(a * xold + yold); real hy = -cos(a * xold - yold); return f*gy*h + f*g*hy;}real stream_func_gradient_Y(const real xold, const real yold){ real a = 1. / sqrt(3.); real f = sin(2. * a * xold); real g = sin(a * xold + yold); real h = sin(a * xold - yold); real fx = 2. * a * cos(2. * a * xold); real gx = a * cos(a * xold + yold); real hx = a * cos(a * xold. What is the answer to solvefor x,fx-gx=h ? The answer to solvefor x,fx-gx=h is x= h/(f-g); quad f ne g hx h x h xx h. h. hxx h xx h x L’Hospital’s Rule. If 0 lim xa 0. fx gx or lim xa. fx gx then, lim lim xa xa. fx f x gx g x a is a number, or Polynomials at Infinity. px and qx are polynomials. To compute lim x. px qx. factor largest power of x in qx out

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Precision. Ultra Fractal author --> I have added double precision and it works. But it's much slower because consumer GPUs have their fp64 performance massively nerfed. Single precision problems are visible anywhere from about 1000x to 50000x magnification, double takes you much deeper obviously, but it still is extremely limiting for exploration.As I mentioned elsewhere, there are many UF fractals that don't use much zooming, but even simple stuff like high bailouts with CAs like gaussian integer can run into problems without even zooming when using single precision, and also formulas that use exp or trig functions, they will start exceeding single precision limits with bailouts even below 10000.I will add a little example of what I did and how it works later.//edit:Here's a bit more info on my program. It's on GitHub, so anyone can check it out, currently I am calling it GPUtopia: nowhere near complete, there are tons of bugs and very few features, but the part that handles formulas is already quite versatile.Here is an example of what a UF formula looks like vs. one in GPUtopia:trignarls_simple_x3 {init: z = #pixel float func stream_func_gradient_X(const float xold, const float yold) float a = 1. / sqrt(3.) float f = sin(2. * a * xold) float g = sin(a * xold + yold) float h = sin(a * xold - yold) float gy = cos(a * xold + yold) float hy = -cos(a * xold - yold) return f*gy*h + f*g*hy endfunc float func stream_func_gradient_Y(const float xold, const float yold) float a = 1. / sqrt(3.) float f = sin(2. * a * xold) float g = sin(a * xold + yold) float h = sin(a * xold - yold) float fx = 2. * a * cos(2. * a * xold) float gx = a * cos(a

Resolver para x fx-gx=h

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Solve for x, fx-gx=h - Brainly.com

The service provider environment where the service provider leaf switch has different customers with overlapping VLANs that come in on different ports. For example, customer A has VLAN 10 coming in on Eth 1/1 and customer B has VLAN 10 coming in on Eth 2/2. In this scenario, you can map the customer VLAN to a provider VLAN and map that to a Layer 2 VNI. There is an operational benefit in terminating different customer VLANs and mapping them to the fabric-managed VLANs, L2 VNIs. An NVE interface with VNI mapping must be configured for Port VLAN translation to work. You should not enable super bridging VLAN in the provider VLAN list of the system dot1q-tunnel transit vlan command. If enabled it will end up in unrecoverable functional and forwarding impacts. Port VLAN mapping is not supported on FEX ports. Beginning with Cisco NX-OS Release 10.3(3)F, IPv6 underlay is supported on Port VLAN Mapping for VXLAN EVPN on Cisco Nexus 9300-EX/FX/FX2/FX3/GX/GX2 switches and Cisco Nexus 9500 switches with 9700-EX/FX/GX line cards. Beginning with Cisco NX-OS Release 10.4(1)F, IPv6 underlay is supported on Port VLAN Mapping for VXLAN EVPN on Cisco Nexus 9332D-H2R switches. Beginning with Cisco NX-OS Release 10.4(2)F, IPv6 underlay is supported on Port VLAN Mapping for VXLAN EVPN on Cisco Nexus 93400LD-H1 switches. Beginning with Cisco NX-OS Release 10.4(3)F, IPv6 underlay is supported on Port VLAN Mapping for VXLAN EVPN on Cisco Nexus 9364C-H1 switches. Beginning with Cisco NX-OS Release 10.5(2)F, IPv6 underlay is supported on Port VLAN Mapping for VXLAN EVPN is supported on Cisco Nexus 9500 Series switches with N9K-X9736C-FX3 line card. Configuring Port VLAN Mapping on a Trunk Port Before you begin Ensure that the physical or port channel on which you want to implement VLAN translation is configured as a Layer 2 trunk port. Ensure that the translated VLANs are created on the switch and are also added to the Layer 2 trunk ports trunk-allowed VLAN vlan-list. Note As a best practice, do not add the ingress VLAN ID to the switchport allowed vlan-list under the interface. Ensure that all translated VLANs are VXLAN

Comments

User4140

Like gaussian integer can run into problems without even zooming when using single precision, and also formulas that use exp or trig functions, they will start exceeding single precision limits with bailouts even below 10000.I will add a little example of what I did and how it works later.//edit:Here's a bit more info on my program. It's on GitHub, so anyone can check it out, currently I am calling it GPUtopia: nowhere near complete, there are tons of bugs and very few features, but the part that handles formulas is already quite versatile.Here is an example of what a UF formula looks like vs. one in GPUtopia:```` trignarls_simple_x3 {init: z = #pixel float func stream_func_gradient_X(const float xold, const float yold) float a = 1. / sqrt(3.) float f = sin(2. * a * xold) float g = sin(a * xold + yold) float h = sin(a * xold - yold) float gy = cos(a * xold + yold) float hy = -cos(a * xold - yold) return f*gy*h + f*g*hy endfunc float func stream_func_gradient_Y(const float xold, const float yold) float a = 1. / sqrt(3.) float f = sin(2. * a * xold) float g = sin(a * xold + yold) float h = sin(a * xold - yold) float fx = 2. * a * cos(2. * a * xold) float gx = a * cos(a * xold + yold) float hx = a * cos(a * xold - yold) return -(fx*g*h + f*gx*h + f*g*hx) endfunc niter = 0loop: float xold = real(z) float yold = imag(z) x = xold + @c1 * stream_func_gradient_X(@f1 * xold, @f1 * yold) + \ @c2 * stream_func_gradient_X(@f2 * xold, @f2 * yold) + \ @c3 * stream_func_gradient_X(@f3 * xold, @f3 * yold) y = yold + @c1 * stream_func_gradient_Y(@f1 * xold,

2025-04-02
User3204

- yold); return f*gy*h + f*g*hy;}real stream_func_gradient_Y(const real xold, const real yold){ real a = 1. / sqrt(3.); real f = sin(2. * a * xold); real g = sin(a * xold + yold); real h = sin(a * xold - yold); real fx = 2. * a * cos(2. * a * xold); real gx = a * cos(a * xold + yold); real hx = a * cos(a * xold - yold); return -(fx*g*h + f*gx*h + f*g*hx);}Likewise with coloring algorithms. So there is some resemblance, especially in the way it is broken up into different parts. The program then incorporates each part into a larger OpenCL kernel that is used to calculate the fractal on the GPU. Here's a comparison of UF's result and GPUtopia's result. It's not perfect, there is an offset of about a pixel in my program and the gradient isn't quite interpolated the same way.Left: UF took 50 seconds on a 3900XRight: GPUtopia took 5 seconds on a 7900 XTX (89 samples per pixel)Admittedly not a fair comparison. The GPU is much newer than the CPU. I used normal AA with UF, I don't know how many samples that takes per pixel. And most importantly, UF can do about a million things that GPUtopia can't. BTW, just like last time, credit goes to Lycium for taching me a lot of stuff, especially anti aliasing I have added double precision and it works. But it's much slower because consumer GPUs have their fp64 performance massively nerfed. Single precision problems are visible anywhere from about 1000x to 50000x magnification, double takes you much deeper obviously, but it still is extremely limiting for exploration.As I mentioned elsewhere, there are many UF fractals that don't use much zooming, but even simple stuff like high bailouts with CAs

2025-04-19
User2597

- yold); return -(fx*g*h + f*gx*h + f*g*hx);}````Likewise with coloring algorithms. So there is some resemblance, especially in the way it is broken up into different parts. The program then incorporates each part into a larger OpenCL kernel that is used to calculate the fractal on the GPU. Here's a comparison of UF's result and GPUtopia's result. It's not perfect, there is an offset of about a pixel in my program and the gradient isn't quite interpolated the same way.Left: UF took 50 seconds on a 3900XRight: GPUtopia took 5 seconds on a 7900 XTX (89 samples per pixel)Admittedly not a fair comparison. The GPU is much newer than the CPU. I used normal AA with UF, I don't know how many samples that takes per pixel.![67a516f73682f.jpg](serve/attachment&path=67a516f73682f.jpg) And most importantly, UF can do about a million things that GPUtopia can't. :DBTW, just like last time, credit goes to Lycium for taching me a lot of stuff, especially anti aliasing :) edited Feb 6 at 10:13 pm

2025-04-08
User9616

* xold + yold) float hx = a * cos(a * xold - yold) return -(fx*g*h + f*gx*h + f*g*hx) endfunc niter = 0loop: float xold = real(z) float yold = imag(z) x = xold + @c1 * stream_func_gradient_X(@f1 * xold, @f1 * yold) + \ @c2 * stream_func_gradient_X(@f2 * xold, @f2 * yold) + \ @c3 * stream_func_gradient_X(@f3 * xold, @f3 * yold) y = yold + @c1 * stream_func_gradient_Y(@f1 * xold, @f1 * yold) + \ @c2 * stream_func_gradient_Y(@f2 * xold, @f2 * yold) + \ @c3 * stream_func_gradient_Y(@f3 * xold, @f3 * yold) z = x + (0, 1)* yniter = niter + 1bailout:|z|@baildefault:title="Trignarls"maxiter=50center=(0., 0.)magn=2periodicity=0param bailcaption="Bailout"default=10000000.0endparamfloat param c1 default = 0.1endparamfloat param f1 default = 1.endparamfloat param c2 default = 0.1endparamfloat param f2 default = 2.endparamfloat param c3 default = 0.1endparamfloat param f3 default = 3.endparam}GPUtopia:__parameters: float parameter c1 = 0.1f; float parameter f1 = 1.f float parameter c2 = 0.1f; float parameter f2 = 2.f; float parameter c3 = 0.1f; float parameter f3 = 3.f;__init://=====| fractal formula init real2 z = z0;__loop://=========| fractal formula loop z += (real2)( @c1 * stream_func_gradient_X(@f1 * z.x, @f1 * z.y) + @c2 * stream_func_gradient_X(@f2 * z.x, @f2 * z.y) + @c3 * stream_func_gradient_X(@f3 * z.x, @f3 * z.y), @c1 * stream_func_gradient_Y(@f1 * z.x, @f1 * z.y) + @c2 * stream_func_gradient_Y(@f2 * z.x, @f2 * z.y) + @c3 * stream_func_gradient_Y(@f3 * z.x, @f3 * z.y));__bailout://=| factal bailout function // must always define bool bailedout!!! bool bailedout = (dot(z, z) > bailout*bailout);__functions:real stream_func_gradient_X(const real xold, const real yold){ real a = 1. / sqrt(3.); real f = sin(2. * a * xold); real g = sin(a * xold + yold); real h = sin(a * xold - yold); real gy = cos(a * xold + yold); real hy = -cos(a * xold

2025-04-23
User2847

@f1 * yold) + \ @c2 * stream_func_gradient_Y(@f2 * xold, @f2 * yold) + \ @c3 * stream_func_gradient_Y(@f3 * xold, @f3 * yold) z = x + (0, 1)* yniter = niter + 1bailout:|z|<@baildefault:title="Trignarls"maxiter=50center=(0., 0.)magn=2periodicity=0param bailcaption="Bailout"default=10000000.0endparamfloat param c1 default = 0.1endparamfloat param f1 default = 1.endparamfloat param c2 default = 0.1endparamfloat param f2 default = 2.endparamfloat param c3 default = 0.1endparamfloat param f3 default = 3.endparam}````GPUtopia:```` __parameters: float parameter c1 = 0.1f; float parameter f1 = 1.f float parameter c2 = 0.1f; float parameter f2 = 2.f; float parameter c3 = 0.1f; float parameter f3 = 3.f;__init://=====| fractal formula init real2 z = z0;__loop://=========| fractal formula loop z += (real2)( @c1 * stream_func_gradient_X(@f1 * z.x, @f1 * z.y) + @c2 * stream_func_gradient_X(@f2 * z.x, @f2 * z.y) + @c3 * stream_func_gradient_X(@f3 * z.x, @f3 * z.y), @c1 * stream_func_gradient_Y(@f1 * z.x, @f1 * z.y) + @c2 * stream_func_gradient_Y(@f2 * z.x, @f2 * z.y) + @c3 * stream_func_gradient_Y(@f3 * z.x, @f3 * z.y));__bailout://=| factal bailout function // must always define bool bailedout!!! bool bailedout = (dot(z, z) > bailout*bailout);__functions:real stream_func_gradient_X(const real xold, const real yold){ real a = 1. / sqrt(3.); real f = sin(2. * a * xold); real g = sin(a * xold + yold); real h = sin(a * xold - yold); real gy = cos(a * xold + yold); real hy = -cos(a * xold - yold); return f*gy*h + f*g*hy;}real stream_func_gradient_Y(const real xold, const real yold){ real a = 1. / sqrt(3.); real f = sin(2. * a * xold); real g = sin(a * xold + yold); real h = sin(a * xold - yold); real fx = 2. * a * cos(2. * a * xold); real gx = a * cos(a * xold + yold); real hx = a * cos(a * xold

2025-03-26
User1494

Precision. Ultra Fractal author --> I have added double precision and it works. But it's much slower because consumer GPUs have their fp64 performance massively nerfed. Single precision problems are visible anywhere from about 1000x to 50000x magnification, double takes you much deeper obviously, but it still is extremely limiting for exploration.As I mentioned elsewhere, there are many UF fractals that don't use much zooming, but even simple stuff like high bailouts with CAs like gaussian integer can run into problems without even zooming when using single precision, and also formulas that use exp or trig functions, they will start exceeding single precision limits with bailouts even below 10000.I will add a little example of what I did and how it works later.//edit:Here's a bit more info on my program. It's on GitHub, so anyone can check it out, currently I am calling it GPUtopia: nowhere near complete, there are tons of bugs and very few features, but the part that handles formulas is already quite versatile.Here is an example of what a UF formula looks like vs. one in GPUtopia:trignarls_simple_x3 {init: z = #pixel float func stream_func_gradient_X(const float xold, const float yold) float a = 1. / sqrt(3.) float f = sin(2. * a * xold) float g = sin(a * xold + yold) float h = sin(a * xold - yold) float gy = cos(a * xold + yold) float hy = -cos(a * xold - yold) return f*gy*h + f*g*hy endfunc float func stream_func_gradient_Y(const float xold, const float yold) float a = 1. / sqrt(3.) float f = sin(2. * a * xold) float g = sin(a * xold + yold) float h = sin(a * xold - yold) float fx = 2. * a * cos(2. * a * xold) float gx = a * cos(a

2025-04-07

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