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GlChAoS.P

3D GPUs Strange Attractors and Hypercomplex Fractals explorer - up to 256 Million particles in RealTime

Install / Use

/learn @BrutPitt/GlChAoS.P

README

<h1 align="center"> <a href="https://michelemorrone.eu/glchaosp">glChAoS.P &#x22C5; wglChAoS.P - Ver 1.7 (WiP)</a> </h1> <p align="center" style="font-size:1.2em;"> <a href="https://michelemorrone.eu/glchaosp"><b>glChAoS.P</b></a> / <a href="https://michelemorrone.eu/glchaosp"><b>wglChAoS.P</b></a> &#x22C5; open<b style="color: red;">gl</b> / <b style="color: red;">w</b>eb<b style="color: red;">gl</b> &#x22C5; <b style="color: red;">Ch</b>aotic <b style="color: red;">A</b>ttractors <b style="color: red;">o</b>f <b style="color: red;">S</b>light (<b style="color: red;">dot</b>) <b style="color: red;">P</b>articles<br/> </p> <p align="center"> <b>RealTime 3D Strange Attractors scout on GPU</b> <br/>The program also explores other chaotic-objects like hypercomplex fractals (IIM algorithm) and DLA3D </p>

<a href="https://www.jetbrains.com/?from=glChAoS.P" target="_blank"><img align="right" width="100" height="100" src="https://michelemorrone.eu/glchaosp/img/jetbrains.svg"/></a>

<p>&nbsp;<br></p> <p align="right"><b><a href="https://www.jetbrains.com/?from=glChAoS.P" target="_blank">JetBrains</a></b> supports <b>glChAoS.P</b> &#x22C5; <b>wglChAoS.P</b><br><i>many thanks to <b>JetBrains</b> for donating <a href="https://www.jetbrains.com/?from=glChAoS.P" target="_blank">o.s.license</a> for all their excellent products</i></p> <p>&nbsp;<br></p>

All available releases     ==> Release Notes (what's new)

Desktop - v1.7 (WiP)

  • glChAoS.P - DeskTop - binaries available Windows / Linux / MacOS

WebGL - v1.7 (WiP)

  • wglChAoS.P - WebG 2 via webAssembly - live / online using your browser - also for mobile devices
    • You can select Advanced Mode check box (default) or deselect it (Standard Mode) for low resources devices (mobiles/tablet/smartphones)
    • You can also to explore any single attractor, interactively, staring directly from web-page, using Explore button near/below any attractor formula: Attractors Formulas
    • WebGL release is a more limited/lightened version, but frequently updated/rebuilt with last commits
<p>&nbsp;<br></p>

To view all "chaotic-objects" currently inserted in current release, follow the link: Attractors Formulas
*any single object can be explored interactively via WebGL/WebAssembly directly from site.

<p>&nbsp;<br></p> <p>&nbsp;<br></p>

Latest features from ver.1.6

<h3 align="center"> TransformFeedback → multiDot particles emitter </h3> Now all dp/dt attractors (yellow tag) have an additional new emitter type to visualize them in a progressive way and/or with multiDot (spray) effect.\ Is also possible to travel, in first person (cockpit view), within the particles, following the evolution of the attractors.

https://github.com/user-attachments/assets/49faf143-8d25-4ba8-a240-4d184491f6a9

Lorenz Attractor - click on image to "explore" it in WebGL
       use "v" key or "cockpit" button (from Attractors tools window) to switch to subjective view (on right)

<p>&nbsp;<br></p> <img align="right" src="https://raw.githubusercontent.com/BrutPitt/myRepos/master/glChAoSP/screenShots/cockpitSettings.jpg"/>

New menu is available to adjust these settings:

1) Panoramic/CockPit dots/s: different emitter speed for any view
2) Number of dots for each step, real dots/s emitted are: dots/s * Emit#
3) Multiplication factor of initial radial random speed
4) Air friction/deceleration
5) Point size: there are 3 different "pointSize" for: singleDot emitter, multiDot emitter and cockpitView
6) Particles LifeTime, in sec.
7) LifeTime attenuation: when the lifeTime ends, in blending mode, the particle attenuates the intensity of this factor, any second
8) Wind direction and intensity (in units/s)
9) Gravity/Acceleration direction and intensity (in units/s)
A) Toggle cockpit view and related settings (following controls)
B) Smoothing distance: in blending mode attenuates the intensity of near dots by distance
C) Clipping distance: skip to draw closer particles
D) PiP (Picture In Picture) feature
E) TagretView is the current emitted dot, PointOfView is positioned on the wake: it adjusts the distance from head (it follows the attractor direction).
F) Move back the PoV: it follows the vector PoV -> TGT
G) Rotate the cam around TagretView, or better: around attractor head (last emitted dot), use reset to reposition the cam
H) Move forward the TagretView position

<p>&nbsp;<br></p>

Youtube Video

| Simulating a comet's journey in Lorenz attractor | Voyage in Multi-Chua II attractor | | :---: | :---: | | | |

<p>&nbsp;<br>&nbsp;<br>&nbsp;<br></p>

ver.1.4.2 feature: 11 unpublished attractor types: PopCorn, Mira, Hopalong and...

An absolutely personal and original "transformations" in 3D/4D of famous 2D attractors:

| PopCorn, Morrone 4D transf. (ssss) | Martin, Morrone 4D transf.| PopCorn, Morrone 4D transf. (scsc) | | :---: | :---: | :---: | | sShot_20191118_173632| sShot_20191113_43629 | sShot_20191112_04710 | | Mira, , Morrone 4D transf. | Mira, Morrone 3D transf. | Hopalong, Morrone 4D transf. | | sShot_20191113_22737 | sShot_20191113_2269 | sShot_20191113_22333 |

Full descriptions, math formulas and code in the relative webpage: PopCorn, Mira, Hopalong and...
*now any single attractor is also explorable interactively via WebGL/WebAssembly directly from site.

<p>&nbsp;<br>&nbsp;<br></p>

Particle System rendering features

  • 100M of particles in minus of 1.6 GByte of VRAM.. up to 265M (4G VRAM): Slight (dot) Particles
    • only a vec4 (4-float) per vertex for position and color
  • Rendering: RealTime Surface Reconstruction / Shadows / Ambient Occlusion
  • Light Models: Phong / Blinn-Phong / GGX
  • Glow effects: Gaussian Blur / bilateral deNoise with threshold / Gaussian + deNoise
  • Anti-aliasing: FXAA
  • Image adjustment: Bright / Contrast / Gamma / Exposure / ToneMapping

With Billboard and PointSprite techniques

3D DLA (Diffusion Limited Aggregation) - DLA3D Video Example

This is an integrated version of more simple my DLAf-optimized repo that I used in glChAoS.P / wglChAoS.P for large-scale DLA3D growth, with possibility to export/import to/from PLY format and to continue a previous rendering.

Rendering models with Aizawa attractor - Video Example

| Alpha Blending | Solid Dots | | :-----: | :----: | | | |

Further rendering engine improvement (from ver. >= 1.3.x) - Rendering Video Example

| DualPass rendering: Z-buffer surface reconstruction | DualPass + Ambient Occlusion | | :---: | :---: | | | | | DualPass + AO + Shadows | DualPass + AO + Shadows + mixed AlphaBlending | | | |

*features also available in WebGL advanced version

<p>&nbsp;<br>&nbsp;<br></p>

wglChAoS.P - WebGL2 online version

<p align="center"><a href="https://michelemorrone.eu/glchaosp/webGL.html"> <img src="https://raw.githubusercontent.com/BrutPitt/myRepos/master/glChAoSP/screenShots/ssWGLtitle1024.jpg"></a> </p>

This is a WebGL2 / WebAssembly lightened LIVE / ONLINE version of glChAoSP and Supports touch screen for mobile devices, smartphones and tablets

<p align="center"><b align="center">Go to <a href="https://michelemorrone.eu/glchaosp/webGL.html">wglChAoS.P - LIVE / ONLINE</a> starting page</b></p> <p>&nbsp;<br></p>

wglChAoS.P Advanced Mode - WebGL2 with new rendering engine

Starting from ver 1.3.2, also WebGL have new rendering engine: dual pass accurate rendering, shadows and ambient occlusion

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Related Skills

View on GitHub
GitHub Stars847
CategoryDevelopment
Updated7d ago
Forks65

Languages

C++

Security Score

100/100

Audited on Mar 31, 2026

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