3d Mandelbrot isosurface

The intersection of the 4d Mandelbrot Julia set with a unit 3-sphere, stereographically projected to flat 3-space. Using HoopSnake for the iteration and Millipede for the isosurfacing.

  • Marios Tsiliakos

    Ohhh, you managed to get a mesh out of that ma[n]dness? is there any relaxing involved?

  • Daniel Piker

    Hi Marios, no there's no relaxation. Like the 2d Mandelbrot, it starts out fairly smooth and gets rougher with further iterations (this is after just 4)

  • Marios Tsiliakos

    Really Nice. I have posted the question before you even managed to add the description of the photo(that would have answered it) :). Amazingly interesting outcome, lots of complexity in this isosurface. thumbs up! 

  • Daniel Piker

    Here it is after another iteration

  • Tudor Cosmatu

    drool! Post some more Pics ;)

  • Daniel Piker

    and here it is taking a larger domain and power 3

    iteration 1:

    iteration 2:iteration 3:

    iteration 4 (the sampling resolution isn't really high enough here to capture all the detail):

  • Daniel Piker

    power 4, iteration 2:

    power 4, iteration 3:

  • Tudor Cosmatu

    Really nice!

  • Daniel Piker

    Here's the definition if anyone wants to play:

    http://dl.dropbox.com/u/26034251/mand3d_iso.gh

  • Nick Tyrer

    this is madness!

  • Amin Bahrami

    awesome

  • Benlloyd Goldstein

    dope

  • kwangmin yeo

    wow!!!

  • Behnood Eghbali

    OMG! It blows my mind.

  • Vangel Kukov

    Thanks!GW!

  • Pieter Segeren

    sweeet:)

  • Vicente Soler

    Have you seen the "mandelbulb"?

    I also used Millipede in this image to generate the mesh but to really capture the detail you need a voxel/isosurface renderer that calculates the surface boundary per pixel.

    The only way to display this thing in Rhino is to create a mesh but is really inefficient and you run out of memory very fast.

  • Vicente Soler

    I scripted the definition so it builds the mesh in chunks without running out of memory, but still on higher res details won't come close to a native isosurface renderer. Probably could add some more detail before running out of memory by running the reducemesh command after every chunk is generated (unless edges between chunks become noticeable).