Recently I've been revisiting the code from my Monotone, extending it to use OpenGL cube maps to store the feedback texture instead of nonlinear warping in a regular texture. This means I can use Möebius transformations instead of simple similarities and still avoid excessively bad blurriness and edge artifacts. I've been toying with colour too: but unlike the chaos game algorithm for fractal flames (which can colour according to a "hidden" parameter, leading to interesting and dynamic colour structures), the texture feedback mechanism I'm using can only cope with "structural" RGB colours (with an alpha channel for overall brightness). A 4x4 colour matrix seems to be more interesting than the off-white multipliers I was using to start with.
Some videos:
- Moebius Bubble Chamber (stereographic projection, black and white)
- Moebius Blueprints (360, slight colour, low resolution)
- Moebius Blueprints 2 (360, more colour, high resolution)
- Moenotone Demo (360, colour, high resolution)
- Moenotone Demo 2 (stereographic projection, colour)